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Post by linflas on Sept 22, 2021 9:23:55 GMT
Talking about swamps, I would like to make you play a nice little story set in Allansia. 50 sections. 2nd place at mini-gamebooks contest 2012. Please report translation mistakes.
HISSSSA de MAKAN By Kraken
Plot: your name is Hissssa, and you are a Shapechanger. Makan is where you live, a tiny volcanic island lost in the Western Ocean. Like all of your race, you have the power to change your appearance at will, and it is for this reason that the Father of Nightmares has entrusted you with a mission of the utmost importance: to infiltrate the human army that has invaded your haven, to find its leader and kill him. Above all, be careful not to reveal your true nature to your enemies, for they will show no mercy. In their eyes, you are nothing more than a soulless monster... But is it really the truth?
Rules: to live this journey with your incarnation - a monstrosity from the swamps of Makan - you will have to keep track of three characteristics. At the beginning of the game, you have 5 SKILL points, 5 STAMINA points, and only 2 HUMANITY points. These values will change during the game. No LUCK stat. We play Classic FF combat rules but with 1 die instead of 2.
Background Hidden in the shadows of the rotting vegetation, your amphibian body fully immersed in the water, you watch the small troop of humans progress through the swamp. You have been following them for half a day now, waiting for the right moment to act. You are not bothered by the leeches and other vermin that infest the stagnant water; you are in your element here. Yet, despite the advantage of local knowledge, you hesitate to act. The members of this patrol are clearly on guard. Vigilant. On the lookout. They know that danger can arise here at any moment. An hour earlier, a Giant Diving Beetle tried its luck, but failed. At this moment, all that remains of its body is its chitin carapace; its flesh will already have been devoured by its own larvae. No, you will not make the same mistake. Your claws and poisonous fangs are not your only weapons: your mind is just as sharp. And above all, you have your Power. For you are what humans call a Shapechanger, for want of knowing the true name of your race. You have the ability to change your appearance as you wish - but not to physically transform yourself, nuance is important. Only magicians can do that. Whatever appearance you choose, you are still what you really are: a newt-like humanoid with slimy skin and a spiky spine.
Infiltrate the ranks of these invaders, find their leader and kill him. That is your mission, and it promises to be a perilous one, but you have no choice. Xarxoxun himself has appointed you, and you must obey the master of Makan Island. The Father of Nightmares does not tolerate failure or insubordination.
Now turn to 1.
1 Always on the lookout for an opportunity, you note with interest that the humans are about to enter the thick forest that borders the swamps here. This could serve your purposes. The Howlers tribe living there will not tolerate this intrusion, and the inevitable fight will surely cause panic among the warriors.
What will you do? Follow the troop and take advantage of the upcoming battle to take the place of one of the soldiers, even if it means leaving the swamp? Turn to 8. Or wait patiently in your familiar surroundings for the humans to return - if they do - and hope that an opportunity will present itself? Turn to 45.
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Post by Peter on Sept 23, 2021 9:35:27 GMT
Ok. Follow them in, don't wait. Let's not be spineless.
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kieran
Baron
Posts: 2,457
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Sept 23, 2021 10:33:51 GMT
Agreed
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Post by linflas on Sept 23, 2021 14:22:43 GMT
8 One by one, the soldiers leave the marshes and enter the woods. A few minutes after the last of them has disappeared between the trees, you carefully emerge from the water. All is quiet in the area, but you hate to be in the open, so you rush into the thick forest. The warriors are just ahead of you, and the noise they produce makes them easy to spot. You grimace with disdain: how did such a clumsy species manage to conquer Allansia? You know the answer, of course. The humans' success is only due to their appalling birth rate. It takes less than a year for one of their larvae to be born - whereas it takes thirty-three years for one of your eggs to hatch! Suddenly there is a dreadful clamour from high in the trees. You stop and crouch in the hollow of a trunk. In front of you, you hear the soldiers drawing their swords and organizing themselves by shouting, adding to the din. Suddenly there is an assault. Peeking through the branches, you guess more than you see the Howlers descend on the humans in a swirl of wings and dark fur. The battle continues, indecisive. In an infernal dialogue, the metallic clanking of weapons and armour responds to the piercing vocalisations of the flying monkeys. Will you risk getting close to the fighting? Turn to 11. Or would you rather stay where you are? Turn to 34.
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Post by Peter on Sept 24, 2021 7:21:28 GMT
Should we stay hidden, like the slimy creature we are?
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Post by thealmightymudworm on Sept 25, 2021 3:41:45 GMT
Yes, tricky choice but we probably can't risk getting drawn into combat. Better to hang back and offer 'help' to the traumatised survivor(s). __________ Translation-wise I wondered about the phrase 'Giant Dyke'. I'm only familiar with two meanings of the word 'dyke', and they would suggest that 'giant dyke' either means 'vast barrier to water, dam' (which makes no sense in context) or 'thumping great lesbian' (which makes marginally more sense, but still they don't usually have bodies made from chitin). Looking up the original and experimenting in Google Translate and Wikipedia (as that's the limit of my abilities) suggests that 'Giant Diving Beetle' might be better. A standard great diving beetle is predatory with strong jaws, even at two inches long, so a giant one would be scary.
(Open to correction if there are other meanings of 'dyke').
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Post by linflas on Sept 26, 2021 10:45:17 GMT
I love it when translation failures cause this kind of nonsense Post edited !
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Post by linflas on Sept 26, 2021 10:50:07 GMT
34 Suddenly, a rustle in the foliage of a copse near your hideout distracts your attention from the battle that continues to rage a little further on. You then see two humans emerging from the thick vegetation. One of them looks unwell: half-leaning on his comrade's shoulder, he can hardly walk, and a large halo of disgusting red blood permeates the tunic that covers his chain mail. You notice that the able-bodied man speaks uninterruptedly to his wounded companion, but not to mock him, nor to insult him... On the contrary, he apparently seeks to reassure him, and encourages him to continue. Strange. Note that you now know Sergeant Lucius' voice and accent. Are you going to attack, taking advantage of the surprise effect? Turn to 40. If not, turn to 14.
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Post by thealmightymudworm on Sept 27, 2021 5:33:13 GMT
I'm not very inclined to attack. It's not that clear what we'd gain from it and we'd be taking on two guys, one of whom might be quite good. There might also be a risk that the other group might notice the combat and chase us down once they've finished monkeying around.
I get that we might attempt to impersonate Sergeant Lucius if we kill them quick, but we might be able to infiltrate and do that later anyway.
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Post by linflas on Sept 28, 2021 14:55:00 GMT
Only one player?
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Post by The Count on Sept 28, 2021 20:37:30 GMT
I agree, don't attack
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Post by Peter on Sept 29, 2021 7:39:06 GMT
I was going to post but I really don't know what to do, and I thought it would be a waste of a post to say that, so I haven't posted.
I still don't know what to do.
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Post by linflas on Sept 29, 2021 12:44:35 GMT
Hem...
14
A few hours later, dejected and angry, you watch the soldiers leave the swamp. Before long, they will have returned to their camp. Your excessive caution has been fatal; by dint of procrastination, you have failed in your attempt to infiltrate. But deep down, did you really have the will to succeed? That is the question. Whatever the case, Xarxoxun will make you pay for your failure. As far as torture is concerned, the Father of Nightmares does not lack imagination. You shudder at the thought. Is this what fear is? What a strange feeling... You have seen it in the eyes of your victims, but feel it is a new experience for you. An interesting surprise, really! Well, let's go with the finger bookmark trick
40 Two lone humans, one injured, should be no problem. You crouch on the ground, ready to pounce, when a concert of shrill screams suddenly explodes in the foliage above you. Immediately a group of five Howlers descend on the bewildered soldiers, but they soon pull themselves together. The bloody melee that ensues is of the utmost interest, and you can't help but admire the well-honed technique with which the human warriors fight. They may not have the fine elegance of the Stellars, nor the brutal strength of the Rock Monsters, but you have never seen such mastery in the art of combat. The Howlers - with only their claws, fangs and beastly fury as weapons - look harmless in comparison. However, their numbers eventually allow them to triumph, but at what price! Three of them lie dead on the ground, their corpses tangled with those of their opponents, and the only two survivors are in a very poor state: their leather wings are all torn and their blood is dripping from several wounds. You stand up and sneer. You never liked the Howlers, and they will pay for depriving you of your fight with the humans.
HOWLERS SKILL:2 STAMINA: 6
If you win, turn to 31.
Combat rules are the same as in FF, but with 1 die to roll instead of 2. Won fight with no loss.
31 You approach the bodies of the two humans. The one who was suffering from a wound when he arrived was a tall, skinny man, while the second was shorter and stockier, dark-skinned, and visibly older. You choose to take on the appearance of the latter. Note that you now have the appearance of Sergeant Lucius, and turn to 3.
3 Hastily, you camouflage the corpse of your model between the twisted roots of a tree and a low bush. Around you the clamour of the fighting gradually fades. Finally, the conflict ends. The humans are triumphant, but the onslaught of the Howlers has taken its toll on them. All around you, the soldiers flee without order towards the edge of the forest, alone or in small groups, and it is without difficulty that you join them. The troop gathers spontaneously on the narrow strip of open land that separates the swamp from the first trees. Most of the warriors look exhausted from the battle that has just taken place, although some cannot help but bluster stupidly. How smug! Oh how you wish you could make them swallow their bravado! However, it is cold blood that runs through your veins, and your analytical intelligence easily contains your bloodthirsty desire. This is not the time to betray your cover - not yet. The outburst of violence will wait. You will only enjoy it more.
Suddenly, the man who appears to be the leader gives the signal to return to camp. At this command, the column slowly re-forms, preparing to re-enter the swamp, and you join it. Turn to 37.
37 Despite your initial nervousness, you quickly regain your composure, as the soldiers around you do not seem to be paying any attention to you. As the slow pace of their march shows, progress through the marshes is very difficult for them, especially as the omnipresent danger requires all their vigilance. Just now, one of them disappeared into a deep water hole, caught by the tentacles of a Mud Octopus. Its two eyes, shining under the surface, could be seen from a distance. You have a hard time understanding the motivations of this species. What does the tiny island of Makan represent to the humans, compared to the immensity of their mainland empire? Is it Xarxoxun they are after? No, the power of the last of the Natives has been broken for a long time, at least since the defeat of his Third Son on the shores of the Glittering Sea... The Nightmares are no longer a threat to men, at most a mere nuisance. How then can we explain this hegemonic fury that encourages them to extend their domination to an environment that is so unfavourable to them? Is it the survival of one of the last sanctuaries of the Ancient Order - and the memory of a time when they were not yet the masters - that makes them so horrified? When will their thirst for conquest be appeased? When the whole world will have fallen into their hands, and all other races will have been enslaved or exterminated? What madness! As you ponder these thoughts, the hours pass and your confidence grows: your assumed identity seems to work perfectly. Gradually you feel the ground beneath your webbed feet become firmer, and the party eventually leaves the swamp. You are reluctant to leave your natural environment, but you cannot shirk it now. Around you, the warriors seem to relax, and the chatter starts again. Their camp is probably not far away. Will you try to hear what the three humans walking in front of you are saying? Turn to 48. Or would you rather keep your distance? Turn to 21.
Long post. There may be lots of translation mistakes. Please report !
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Post by The Count on Sept 29, 2021 14:52:25 GMT
Listen in for the gossip
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Post by thealmightymudworm on Sept 30, 2021 4:05:11 GMT
Hem...14
A few hours later, dejected and angry, you watch the soldiers leave the swamp. Before long, they will have returned to their camp. Your excessive caution has been fatal; by dint of procrastination, you have failed in your attempt to infiltrate. But deep down, did you really have the will to succeed? That is the question. Whatever the case, Xarxoxun will make you pay for your failure. As far as torture is concerned, the Father of Nightmares does not lack imagination. You shudder at the thought. Is this what fear is? What a strange feeling... You have seen it in the eyes of your victims, but feel it is a new experience for you. An interesting surprise, really! Rats. On reflection this was probably a strategy more appropriate to a 200 section mini adventure than a 50 section one. I've been assuming that human warriors are likely to have a Skill of 7 or 8, but maybe that's wrong in this adventure.
I concur on eavesdropping the gossip. I think the translation is mostly fine, though I've no idea what sort of thing 'stellars' are supposed to be. Are we supposed to know?
Also I wonder about us 'sniggering' before inflicting damage on the howlers as that's what schoolboys do when someone farts (as exemplified by Muttley in Wacky Races). If it's about channeling our hatred or contempt, maybe 'sneer' or even 'snarl' is better.
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Post by Peter on Sept 30, 2021 6:52:36 GMT
Yes.
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Post by linflas on Sept 30, 2021 7:55:52 GMT
I think the translation is mostly fine, though I've no idea what sort of thing 'stellars' are supposed to be. Are we supposed to know?
Also I wonder about us 'sniggering' before inflicting damage on the howlers as that's what schoolboys do when someone farts (as exemplified by Muttley in Wacky Races). If it's about channeling our hatred or contempt, maybe 'sneer' or even 'snarl' is better. The author wanted to adapt Titan's lore to the vision of Shapechangers. So Stellars are Elves. Later are mentioned "Dark Stellars" and "Reptilians" from southern jungles, who seem to be Lizardmen. And "sneer" is definitely more appropriate than "snigger", post edited.
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Post by linflas on Sept 30, 2021 13:52:05 GMT
48 Without appearing to do so, you surreptitiously approach the small group to listen to their conversation. The three men are probably of identical origins, for they look very much alike: short and beardless, their skins have the same golden hue, and their eyes are slightly slanted, like those of Stellars. Their use of the universal Allansian language is coloured by an unusual accent that turns it difficult to understand, but you get the gist of their exchanges. There is mention of one of their comrades being killed by the Howlers. Strangely enough, his death seems to affect them tremendously, so much so that two of them have glowing eyes, as if they were in pain... But they are not hurt! From your point of view, if their companion was killed, it's because he wasn't fast enough, clever enough or resistant enough, and therefore didn't deserve to live... Why feel sorry for him then? You shake your head, because it is beyond your understanding. However, even if you are not yet aware of it, a small spark now shines in a corner of your mind, brightening it up a bit. You gain 1 HUMANITY point. Turn to 21.
Current stats: SKILL: 5 STAMINA: 5 HUMANITY: 3
21 Around you, the landscape has turned into a kind of rocky steppe dotted with stunted shrubs. Your marshes are far away now, and the familiar silhouette of the volcano overlooking the island is beginning to be lost in the evening mists, though its sleepy rumble still reaches you at irregular intervals, comfortingly.Suddenly, your sense of smell detects something new in the air, an unpleasant stench that you identify as that of the ocean. An hour later, around a small hill, you finally see it. You shudder at the sight of this immense expanse of clear water, for it means almost immediate death for you: despite its robustness and elasticity, your skin is too thin and permeable to protect your body from the salt it contains. Yet you have no choice but to continue following the soldiers' march, and soon find yourself walking along the beach, which has been turned orange by the last rays of the sunset. Gradually, the outlines of a fortress situated at the end of a sort of peninsula take shape before you. So this is the lair of these humans... You are reluctant to admit it, but the place is well chosen. As you approach it, you notice that it is still far from complete; the walls are still mostly wooden palisades. You also notice that half a dozen ships are anchored offshore. A quarter of an hour later, you finally arrive in front of the huge gate that blocks the access to the site. An order is given at the head of the column, and the heavy gates begin to turn slowly on their hinges. Will you enter the camp with the warriors? Turn to 16. Or would you rather slip away quietly to explore the narrow strip of rock that separates the ocean from the fortifications? Turn to 43.
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Post by The Count on Sept 30, 2021 22:41:58 GMT
I think exploring the strip of rock as we are impersonating a Sergeant so should be able to get away with being late back to camp
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Post by thealmightymudworm on Oct 2, 2021 13:55:17 GMT
Yes I'm in two minds but probably worth taking a look at the strip of rock.
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Post by Peter on Oct 4, 2021 7:28:44 GMT
"an unusual accent that makes it difficult to understand."
Makes sense to explore before going inside. But watch out for big waves...
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Post by linflas on Oct 4, 2021 7:29:40 GMT
43 Taking advantage of the dusk, you easily manage to slip past the soldiers. Cautiously, you walk along the palisade. The path is very tricky, as the escarpment is very difficult to walk on, and the ocean is only one or two metres away. Suddenly, a wave a little more powerful than the others breaks on the rock where you are standing, splashing you in the process. The contact with the salt water burns your skin as if it were acid, and causes you to hiss in pain. You lose 1 STAMINA point. You realise that stubbornness would lead to certain death, and you turn back, furious at yourself for having wasted your strength. In extremis, you manage to rejoin the troop before the gates of the fortified camp close. Turn to 16.
Current stats: SKILL: 5 STAMINA: 4 HUMANITY: 3
16 Still mingling with the patrol men, you pass through the gate without attracting the attention of the sentries. The inner courtyard is teeming with people, and it is larger than you had imagined. Apart from a few precarious-looking wooden buildings, the human encampments take up most of the space, and the future dungeons and turrets are still in their infancy. Surprisingly, you discover that the fortifications are open to the sea, and that a sort of pier has been built at the end of the peninsula. Two boats are moored there: a huge black and silver galley and a small ship whose astonishingly shimmering colours stand out even in the darkness of the night. No sooner had they entered the compound than the exhausted soldiers dispersed to their quarters, leaving you free to act as you please. What do you decide? Approach a group of a dozen humans gathered around a campfire, hoping to get information about the whereabouts of their leader? Turn to 46. Or would you rather head for the wooden buildings? Turn to 35.
Or to the galley? Turn to 29. Or towards the colourful ship? Turn to 41. Whatever your choice, remember that you can only visit these paragraphs once!
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Post by Peter on Oct 5, 2021 6:42:01 GMT
Around the campfire first, I think. We could gain valuable information about everything else.
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Post by thealmightymudworm on Oct 6, 2021 1:40:27 GMT
The campfire seems logical, though I have a feeling it won't go as planned! Let's go with that anyway.
I'm intrigued by the colourful ship. Is it colourful because it has a VIP on board, or are we supposed to think that and it's a medical ship warning of plague?
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Post by linflas on Oct 6, 2021 13:44:30 GMT
46 If you have the shape of a man called Sven Ingjaldsson, or a masked warrior, turn to 32. If your appearance is that of Sergeant Lucius, and you know his voice, turn to 24.
24 You walk up to the small circle of humans gathered around the fire, wondering how to approach them, when one of them suddenly calls out to you: "Lucius, come and join us! How was the patrol? Come and tell us about it! There's a fine bottle of Zengis there, and we'll gladly share it with you!" Without much hesitation, you sit down with them. You are aware of playing with fire, but you consider the risk acceptable, because your model's voice is familiar to you, and your imitation skills allow you to reproduce it faithfully. The following events seem to prove you right: the warriors are fairly tipsy, and your evasive answers to their questions do not seem to arouse their suspicion. Skillfully, you manage to divert the conversation to the subjects that interest you. You discover that their leader is called Azzur, and that he is the lord of Black Sand, an important town on the coast of the continent. You also learn that he has enlisted the services of a powerful sorcerer, a sinister old man whose arrival in a flying ship has greatly impressed the soldiers. The use of magic does not seem to please them much. You recognise the down-to-earth nature of humans. With regret, you wonder what will happen to your island, full of life, once they have conquered it; a place devoid of both danger and beauty, probably. You also wonder about the identity of this mysterious enchanter, as the men are not renowned for their mastery of the Art, and most of their Initiates are not much better than charlatans. Will you try to get more information? Turn to 39. Or would you prefer to leave, pretending to be tired? Then return to 16 and make a new choice.
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Post by thealmightymudworm on Oct 8, 2021 5:34:10 GMT
I'd be inclined to keep trying our luck. We could be found out, but we're at least as likely to miss a vital clue by not pressing.
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Post by Peter on Oct 8, 2021 7:01:31 GMT
Agree.
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Post by linflas on Oct 8, 2021 8:31:39 GMT
38 Around you, the soldiers continue their chatter, but without telling you anything that will help you accomplish your mission. You listen to them speak fondly of their families, of the women and children they were forced to abandon on the orders of their master, a cruel and ambitious man whom they both fear and hate. Gradually you begin to understand that most humans do not share their rulers' conquering desires, but are forced to participate, when they would probably like nothing better than to stay at home and live in peace with their loved ones. Somewhat belatedly, you realise with surprise that the nostalgia emanating from their words is deeply disturbing. You long to stay with them, fascinated by a powerful emotion that was previously unknown to you. You gain 1 HUMANITY point. Will you give in to this temptation? Turn to 23. Or do you choose to avoid it, distraught at the changes you feel coming over you? Then return to 16 to make a new choice.
Current stats: SKILL: 5 STAMINA: 4 HUMANITY: 4
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Post by a moderator on Oct 8, 2021 9:02:24 GMT
Translation suggestion: 'distraught at' rather than 'distraught by'.
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Post by The Count on Oct 8, 2021 18:04:37 GMT
It's probably an Instant Death but I think we should stay
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