Post by thealmightymudworm on Jan 15, 2018 1:09:18 GMT
In March 2016, I mentioned to hynreck that I was in the early stages of writing a parody/pastiche of Scorpion Swamp. I'd never have believed it would have taken me to the following January to finish it, never mind the one after that.
The idea was supposed to be that I'd take SS as a concept, cut some boring stuff, tweak some story bits so they make more sense, fix the annoying thing where you can't cast spells which would/should help, and throw in some jokes.
The result is a maybe bit odd. The tone varies from shamelessly zany and sniggery jokes in the intro and a few other places to a couple of unnecessarily grim deaths, possibly reflecting my getting fed up with it all. People may well feel that looking up spells is cumbersome and not worth it.
MM is actually quite similar to SS in its encounters – knowing your way round SS will help you here – with a couple of crucial exceptions.
Rest assured however that no one wears tights.
NOTES ON PLAY:
I've designed this with the idea of people playing by the rules: It is possible to complete both missions with 7/14/7 and the correct number of spells. Of course I know that not everyone can manage playing by the rules, but to be clear: if you get to the end after wading through umpteen punishing combats you're supposed to be dead. This is not Crypt of the Sorcerer – you are not supposed to defeat six impossible things before breakfast.
If dice aren't practical, sticking to the spells you've picked is probably the main thing.
Roll for SSL as normal. You begin with nothing but a sword, soon to be followed by a magic ring.
You can use your ring to check on the character of any life-form of higher intelligence in the first paragraph in which you encounter them. Make a note of the paragraph number and then turn to paragraph 116 ready to deduct a charge from the ring. If you do not see the number there you may return to the original paragraph without deducting a charge.
If asked to Test your SKILL, you succeed only if you roll less than your SKILL, unlike a Test of LUCK for which less than or equal will do.
Fighting multiple opponents:
If A is fighting B and C simultaneously, A chooses whether to attack B or C at the start of the round and all roll for Attack Strength once. If A is attacking B, their round works like a head-to-head battle. C's attack strength is also compared to A's and A is injured if C's is higher.
If you are the one with the ally, roll a die each round to see which of you your opponent attacks: on 1, 2, 3 it's you; on 4, 5, 6 it's your ally.
Spells:
You're no fool – contrary to what you've frequently been told. So you've never considered entering the foul place known as Murderous Mire. Your adventuring tutor was really quite emphatic on the subject:
But now you have a magic ring gained by punching a witch really hard. It gives you the sense of where North is as reliably a migrating bird – never have you felt more like a pigeon. You reckon this will fix the signpost issue.
Besides, under duress the witch told you that the ring may tell you whether or not the person you're talking to is good or evil, if you consult it, by growing cold or hot respectively. However it can only do so a certain number of times before it must be left in the ground for a week to recharge. You tested this out by asking it about the witch, and your finger nearly froze off, which made you feel a bit bad – but not bad enough to give the ring back. Anyway it has three charges remaining.
Turn to 1
1.
You stroll into Scumtown-upon-Mire with a certain swagger. Surely there will be many folk here queueing up to hire a warrior happy to brave the mire? Well it turns out that there are two. A woman with her nipple hanging out tells you of a mysterious character named Shadechukker, who lives in a dingy, yet grand house near the outskirts of the town. A short man invades your personal space and then shouts at you about a man named Smilemister who lives in a multi-coloured house nearby, from which he passes out free soft toys to children.
Will you visit…
Shadechukker? Turn to 6.
Smilemister? Turn to 117.
2
You find yourself spelling out to the Mistress of Birds exactly what you are doing in the mire. Her expression doesn't change, but all around you there is the sound in the background of tense, unfriendly squawks and hisses. At length she shakes her head.
"I wonder whether you were wise to take this quest, warrior. Those who hunger for endless power rarely deal fairly with those who do not have it, and none of us of enchanted means will hand over our charms without a fight. Nevertheless it might not be wise to return empty-handed.
"I do not wish to know if you have already acquired any amulets from my brother wizards. I shall tell you of them anyway: To the east is a wizard who is the master of small creatures. He is neither a man of kindness nor malice yet he is honourable. It would be wrong of you to harm him, and he is powerful enough that you are unlikely to do so with any ease. He may be able to help you but will not give his help freely. To the far north is a wizard of leaves and fruits. I know less of him, but the north sends tales of fear and pain."
She pauses, and then adds:
"Perhaps you should take Eric with you." So saying she sweeps her arm round to some of the crowding birds. You look up, scanning the muscular-necked giants towards the back and are disappointed when one of the smooth, black-backed creatures, a head shorter than you, shuffles slowly forward, clutching a hand-axe awkwardly between its flippers.
Note ERIC THE PENGUIN's stats of SKILL 5 STAMINA 5 on your adventure sheet. He will follow you silently at his own pace and will not become involved at all unless you ask him to join you in a battle. Nevertheless he will find a way to follow you eventually no matter how hard the going is.
Now will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
(If your spell gem pouch was removed from your waist, you have reattached it.)
3
You wish to defeat the Master of Gardens but whilst he is surrounded by bushes – which he can no doubt control – he will be protected.
You run to the attack, holding your sword high in one hand and clutching the little gem in the other. The two bushes, standing like guards directly between you, collapse and you force your way between them. The wizard's eyes widen in shock, but he immediately raises his staff and snarls at you. The stout weapon is clearly still a living piece of wood and it twitches in his hand like a cobra.
MASTER OF GARDENS SKILL 10 STAMINA 9
Whilst you are fighting you hear and see the bushes all around you shift and start to close in. If you are still fighting after five rounds turn to 86
If you win, the wizard topples backwards clutching at the great slash you've struck across his chest and his amulet goes flying over the top of his head. You scamper forward to retrieve it.
Turn to 76.
4
Your Fire spell causes the beast's back to catch light, but it attacks you just the same. Return to 165 to fight, deducting 2 STAMINA points from the beast. You may also ignore the Attack Strength penalties as the fire give you something interesting to focus on.
5
Smilemister leaps for joy when you present him with the herb, landing with a floor-shaking thump and scattering dried mud about the place.
"You found it! You found it!" he cries, "and wow, this is really good stuff too. Now, about your reward… oh yes!"
Smilemister plunges into a pile of sacks of vegetables and hoicks out a heavy sack which turns out not to contain vegetables but many hefty gold nuggets.
"I like to turn stones into gold in my spare time" he explains, with a wave of his hands. He looks thoughtful. "Perhaps you'd better not mention that to people. Now, to more important matters!"
Smilemister cooks the two of you an enormous meal. A meat and vegetable pie with ale, some cakes made with the herb itself, and many fruit pies. You feel a special sense of warm, calming wellbeing when you eat the cakes and you talk long into the night with Smilemister about many things. For example about how weird it would be if when you buried the dead they sprouted like seeds and you got people trees, and how when you lie on your back, trousers are sort of like chimneys for your legs.
You laugh more and eat more pie than you ever thought possible. You have a feeling of joy in your heart not just because of your new riches but also because you have done much to bring peace upon the world.
6
Shadechukker's house is down a winding path to the East of the town. The weather here seems colder, somehow. The house is indeed very large and impressive, though unwelcoming. Before you have a chance to knock at the great wooden doors they swing slowly open ahead of you.
Shadechukker is already waiting for you behind them. He is an imposing figure, standing tall and slim in an ankle-length dark grey robe. He holds his head high and watches you impassively as you enter.
"So, you are a warrior in search of some quest to lend meaning to your travels?" Shadechukker inquires in a soft but authoritative voice. You nod briefly – he clearly knows the answer to his question already.
"But what makes you think that you are up to the challenge that I will set you? Few have wandered into the mire and lived to tell the tale, even without a dangerous task."
Will you reply…
"I have a magic ring which tells me of paths and character"? turn to 28
"My wits and sword will be equal to any challenge"? turn to 59
"My reasons for confidence are my own"? turn to 89
7
The gleaming red gem somehow feels like the perfect counter to the threatening dull green 'eyes' of the mace trees.
As soon as you cast the spell, the nearest tree shudders. The swinging branches slow and then seize up completely, its eyes turn brown and sink back and the trunk thuds to the ground for the last time. After a few moments a cascade of brightly coloured leaves spills from above, then the tree leans back and topples down with a thud, snapping roots and branches as it lands.
All around you the branches of the other trees droop, their eyes tighten into slits and their roots work their way back into the ground. They appear just like ordinary trees now except even more still, not even shifting in the breeze which affects the other plants. You sense fear all around you.
Will you head…
North-East? Turn to 119
East? Turn to 149
South-East? Turn to 56
8
The Master of Bugs watches you intently as you take the green spell gem out and watch it turn to a trickle of water between your fingers. Even the buzzing of the insects sounds suspicious. Then a great barrel appears in front of you, filled to the brim with thick, brown molasses.
The Master of Bugs' expression softens and the hum around you seems to become more relaxed. He rubs his hands then touches his amulet and a few flies and wasps settle to taste. At length he nods with satisfaction and addresses you warmly for the first time.
"Thank you warrior, that is a highly acceptable gift. Let me see if I can return the favour. The plant you seek lies to the North by North-West of here. It is in the realm of the Master of Gardens and if you go too far North you may encounter him, which would be best avoided. The whole area is littered with his twisted and dangerous creations, even the clearing in which you will find your prize.
"There is no direct route to the clearing - unless you are prepared to put your trust in my abilities...?"
If you agree to whatever he is suggesting, turn to 73. If you refuse, he is not offended but simply exits the clearing, followed by most of the insects and other creepy-crawlies. To your astonishment, the barrel glides slowly after him! On looking more closely, you realise that many thousands of ants have combined their strengths to lift it.
Will you head...
North by North-East? (Turn to 56.)
West by South-West? (Turn to 29.)
South by South-West? (Turn to 161.)
9
You mention the good wizard Smilemister and the good he hopes to do with the herb. You begin to describe it in painstaking detail, but the Master of Bugs cuts you off.
"Yes, yes I have heard of this plant. My servants lend me more eyes than you could possibly imagine."
You wait eagerly for him to direct you, but only silence follows. After a pause he adds:
"You have my leave to continue your search."
Plainly he is not going to give you any information for free! But you have little to offer him - surely it would be insulting to present a wizard with spell gems. If you have no better ideas you must head on your way.
Will you head...
North by North-East? (Turn to 56.)
West by South-West? (Turn to 29.)
South by South-West? (Turn to 161.)
10
The instant you open the bag just a fraction it erupts and a rush of black things hurtles towards your face! The bag contained dozens of huge black flying beetles with sharp horns, and all of them are now jabbing at you.
Do you have the Master of Bugs' amulet? If so, you instinctively clutch it and whilst the beetles swirl alarmingly round your head they do not touch you.
If not, roll two dice, deduct two from that total and deduct that number from your STAMINA. If you survive, you wipe the blood from your eyes and draw your sword.
Turn to 93.
11
Even as the tree first twitched in the ground, something made you grab at the amulet around your neck. Immediately you get a sense of the tree as a whole and a measure of control. With an effort directed through your outstretched arm you deflect it so that it lands heavily just behind you.
Shadechukker is startled at your abilities, but quickly reacts by dragging the tree back to him. He hefts the whole thing above his head, straining to do so.
Turn to 50 to fight.
12
The Pool Beast's tentacles reach greedily for you…
It is not especially quick but its size and the toughness of its skin make it a formidable opponent
POOL BEAST SKILL 7 STAMINA 14
If you win, turn to 129.
13
As you reenter the clearing you can already smell the vast decaying corpse. As you pass through, you notice out of the corner of your eye that the remains are moving!
You edge a little closer to the corpse - and suddenly its torso shakes and a hefty beast leaps out! A GREAT WOLF has been feasting on the giant's innards and now you have startled it, it will defend its prize…
GREAT WOLF SKILL 8 STAMINA 8
After three rounds you may escape with the loss of a further 2 STAMINA points.
If you survive, will you go…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
14
So you have slain the Master of Gardens – but his revenge will be swift. The grass beneath your boots wraps round them, preventing you from running and then suddenly there are vines wrapping around your arms and legs holding you tight.
You see a long shadow cast over you and turn just in time to see a tall, thick tree fall or dive onto you, crushing you in an instant.
15
You take a moment to consult the ring with your mind. Immediately you shiver as it sends a chill up your arm. The Mistress of Flightless Birds is far too good a person to be in the mire.
Return to the paragraph you came from.
16
(This is the way into/out of the mire - if you've been here before turn to 133)
The entrance to the mire smells truly foul – something between an open sewer and a neglected corpse. It takes a while for the nausea to subside and you feel lucky that nothing attacks you before it does, though flying insects the size of your fist take an unwelcome interest.
The bushes are thick and spiky alongside the path. Even if you wanted to leave the way it would be simply impossible for you to hack your way through.
To start with you face no significant perils. For obvious reasons you walk briskly past a hollow tree which is making animal noises, and get past a particularly soft bit of the path because any idiot could do that.
The path divides to give you your first real decision to make. Will you go…
North-West? Turn to 21.
North-East? Turn to 161.
17
With a desperate, leaping, upward lunge you drive your sword up under the giant's ribcage and the tip seems to reach his heart as he blanches, gapes and topples backwards. The impact of his fall knocks you off your feet too, and you take the opportunity to recover your breath.
After a while you pick yourself up, retrieve and clean your sword, and go through the giant's pockets. The most valuable item is a blue Health gem, and there is also a lump of coloured sugar almost as big as your fist, (it can restore up to 4 STAMINA points, 1 point at a time if preferred). You cannot see anything else worth having.
Will you head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
18
The instant you raise your sword, the picnicker's smile collapses into a snarl. He grabs his iron mace and swings it menacingly.
PICNICKER SKILL 9 STAMINA 8
If you win turn to 158.
19
You sprint into the study just behind Shadechukker, hoping to catch him without weapon or spell readied. As he darts through the door, he cancels the circle of shade on his wrist. There is a long, heavy-looking sword on the far side of the room, and when Shadechukker reaches his hand out in its direction the weapon flies across the room into his hand. He brandishes it easily.
You parry the first, heavy blow but you are startled when the seemingly rigid blade suddenly bends round your sword and jabs at your face like a snake! Shadechukker swings it back and tosses it casually from one hand to the other – as though it weighed no more than a child's toy – and lunges at you once more. You are in for the fight of your life!
SHADECHUKKER SKILL 13 STAMINA 16
The room is quite open save for the large wooden cabinet at its centre from which Shadechukker produced spell gems. That drawer is on the far side. If you wish to dive across there to try the drawer or for a moment's respite, you need to equal or better Shadechukker's Attack Strength two rounds in a row. If you're trying this you may not take deduct any Stamina from him in either round.
If you succeed in doing this, turn to 101.
If you win, Shadechukker seems to crumple into the folds of his robe. Turn to 136.
20
Kindness
If you serve Smilemister and have turned from 32, 45 or 9, turn to 8.
If you serve Shadechukker and have turned from 32, 45 or 70, turn to 126.
If you have turned from 119, turn to 145.
If you have turned from 56, turn to 153.
21
(This is clearing 8. If you've been here before, turn to 83.)
The path in front of you is a particularly bright green. As you walk into the clearing, you realise that this is not merely lush green grass but a broad pool with a thick coating of algae on the top stretching to the edges of the thicket on both sides.
Unwilling to wade in, you stop to consider whether it would be possible to edge round …and suddenly the pool erupts with a ghastly sound as a hideous POOL BEAST looms up in front of you! Taller than a man and twice as wide it has a beak-like mouth, warty skin like a toad and six, thick, muscular tentacles which reach for you…
The beast is almost upon you, but you could try escaping (turn to 41) or fight (turn to 12)
Remember that you may want to cast a spell at this point.
22
Shadechukker opens a box and casually sifts through what appear to be priceless jewels: emeralds, sapphires and rubies, in a variety of shapes.
"These are spell gems of good, neutral and evil types," he explains, "they are really just pieces of ice with a spell trapped within them, but the ice won't absorb heat until the spell is cast so they are a convenient way for a sorcery ignoramus to carry them.
"If you hold one in your hand you can command it with your mind. You may take up to five, no more."
Whilst you make your choices, Shadechukker explains what he wants from you.
"Have you heard of the masters? They are a group of powerful wizards who have settled in the swamp. Doubtless they mean harm to those in the town and beyond. Their limited, but significant, powers are centred in the amulets they wear and it would be much safer for these to be in the hands of someone who can look after such powers safely, namely myself.
"I will pay you 500 gold pieces for each amulet that you bring me. How you acquire them is your business."
Turn to 16.
23
The picnicker's smile fades into a look of bewilderment. He passes his iron mace from one hand to the other, inspecting it with puzzlement. Is it too warm? Or vibrating? You can't tell.
The mace EXPLODES!! You have never seen or heard anything like it. You are flung backwards and gashed by a few stray fragments of metal. Deduct 2 STAMINA points.
If you are alive …you wonder how you can possibly be alive. A greater explosion could not have been made by igniting all the gunpowder in a galley, yet it seems to have been absorbed by the picnicker almost entirely. There are tiny fragments of flesh, no bigger than ants, distributed all round the clearing. You wipe some of them off you.
Turn to 158.
24
You back up and then run full pelt into the mass of vegetation …but you are immediately snagged by pincers on an arm and both legs and you cry out as a frenzied jabbing of stings follows. Ever more pincers latch on and try to pull you down, and you find your muscles become stiff and weak wherever you are stung.
As your head is dragged below the tops of the plants you see bones scattered in the mud for the first time. You are praying for death long before the merciless plants deliver it.
25
Wither
If you turned here from 149, turn to 30.
If you turned here from 67 turn to 152.
If you turned here from 61 or 90 turn to 7.
If you turned here from 135 turn to 84.
If you turned here from 119 or 60 turn to 3.
If you turned here from 120 turn to 106.
26
Whilst you are considering your options in the clearing, you feel a flipper on your arm. Eric gestures at the green circle with his other flipper and shakes his head vigorously. It's the most animated you've seen him since he joined you. You must decide what to do - return to 149.
27
Is the grass now impassable? If so, you must return the way you came.
If it is destroyed you may choose any exit.
If it was merely damaged, it has grown back. Return to 67 and make your choice once again.
North by North-West? (turn to 119)
South by South-West (turn to 56)
West (turn to 149)
28
"Excellent! That is exactly the sort of item that would help an adventurer complete this quest…" exclaims Shadechukker, beaming and clasping his hands together.
Then his expression becomes more thoughtful and he makes several complicated gestures with his hands.
"…but I think I can unite it with someone more capable than you."
There is a brief moment of unimaginable pain as something rends your head in two. You do not even have time to scream.
29
As you stroll down the path the air improves somewhat. That's not saying much – the odours remind you of barns on a farm – but it seems more wholesome than the fetid swamp. This is clearing 4. (If you've been here before turn to 51.) You also see first a few and then many feathers strewn all around, and then a little creature – just a dome with eyes and barely visible limbs or neck, like a fluffy loaf of bread – eyes you quizzically before turning and scurrying back.
The path opens out just as you turn a corner, and you gasp: the clearing is filled with birds of many sizes, some with dazzling colours. There are little ones hugging the ground, some larger ones which are bluer than the sky with a terrifying display of eyes of their tails like bloodbeasts, some smooth black-and-white ones as tall as dwarves standing upright like people. Further back there are more dangerous looking birds: many as tall as you with long legs leading down to hard, clawed feet and long necks leading up to large pointy beaks. Looming in the background is one nearly twice your size!
Yeah, this'll do
All of them lean their heads to one side or the other and share the same quizzical air. The only one who doesn't is not a bird at all, but a woman in remarkably pristine white robes with a calm, perhaps slightly proud expression and her arms raised to her sides like wings. You almost feel as though she is the most likely creature here to take to the air, for this is the MISTRESS OF FLIGHTLESS BIRDS. An amulet appears to be around her neck though it is obscured behind the front of her robe. Have you been told the Mistress will have been warned of your approach? If so, turn to 115 (in this case you do not have time to cast a spell first).
Otherwise…
Will you attack immediately? (turn to 107)
If not and you wish to talk, do you serve Smilemister? (turn to 58 if you've found what you're looking for, 131 if not)
If you serve Shadechukker turn to 2.
Alternatively you may leave and head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
30
Suspecting that there is some sort of plant life in the dark green circle, you clutch the ruby-like Wither spell and gesture at it...
The circle BOILS! You fall back and shield your face as whatever it is spits angrily in all directions! Then, just as suddenly, it is over, and only hot muddy water remains. You test it gingerly with first sword and then boot, but nothing happens and you half-wade, half-jump over the plant and back.
The plant's smell is even stronger up close. It is intoxicating and soothing. You take a long cutting and wrap it up as carefully as you can. Add it to your Adventure Sheet.
You may leave the clearing by one of the three exits:
North? Turn to 119.
East? Turn to 67.
West? Turn to 61.
31
You raise your hands in appeasement. "I am sorry, noble giant" you exclaim, "I meant no disrespect by coming close to your home. I'm certain that my business in the mire will bring you no trouble."
The giant hesitates. He grinds his teeth but you sense that he is having trouble maintaining his anger. Nevertheless, he mutters darkly at you:
"I don't trust you pixie-folk anymore. Not since that creep went through my wife's laundry.
Do you possess a silk slingshot? If so, turn to 144, otherwise turn to 48.
32
It's a long path to the next clearing, and it becomes increasingly overgrown and dark as you near it. You fancy there are extra disturbances in the undergrowth and your flesh creeps as you imagine the creatures in it. This is Clearing 2. (If you've been here before, turn to 100) The air thickens with flies and midges.
You step into the clearing, though it is hardly clear. The ground is covered with beetles, grasshoppers, mantises and other creepy-crawlies whilst the air hums with wasps, bees and butterflies. They seem to fill the entire clearing - except that not a single one has landed upon you. They back away just a few inches from your feet and face as you edge forward. All of them are staring straight at you.
Through the black fog of creatures you can make out a smooth, red and black, shiny rock - roughly three times as long as it is wide at its broadest end. None of the tiny creatures touches it either.
Suddenly it rears up... and a humanoid stands before you. The surface of the rock turns out to be something akin to a rigid cloak, broader than his shoulders and tapering down his back. He has a small, pursed mouth but big glaring eyes and though he is short in stature he emanates power.
This is the MASTER OF BUGS, and he wears a silver amulet in the shape of some many legged creature around his neck. He rubs his hands over one another and then back over his face - all his movements are abrupt and quick - then leans his head to one side and back to upright. He awaits your move.
Will you...
Attack immediately? (Turn to 77.)
Talk to him? (Turn to 118.)
33
Taking no chances with the green circle, you freeze a patch of it solid and suavely glide across to the plant.
The plant's smell is even stronger up close. It is intoxicating and soothing. You take a long cutting and wrap it up as carefully as you can.
You may leave the clearing by one of the three exits:
North? Turn to 119.
East? Turn to 67.
West? Turn to 61.
34
The Picnicker seems unconcerned and waves you off cheerfully as you wander over towards another exit from the clearing.
Suddenly the back of your head explodes with pain! The ground rushes up to meet your face and darkness follows…
Deduct 3 STAMINA points. If you survive you awaken in some pain to find that your ring, spell gems and any amulets you had have gone. There is no trace of the Picnicker. You curse your luck but you can only travel on.
Will you now go:
North by North-East? Turn to 32.
West by South-West? Turn to 21.
South-West? Turn to 133.
35
You see that the movement is due to four fish – each as long as your arm and brownish-grey with large, sharp teeth. They work as a team, aiming to make you their dinner.
You may treat the fish as a single opponent, but unfortunately you must deduct 2 points from your Attack Strength for the length of this battle.
As you flounder about trying to jab with your sword you feel a sudden rush of water beneath you, and Eric spins into view at the speed of a galloping horse! He has abandoned his axe, but his beak is just as sharp and he has a mastery of the currents second only to an elemental as he swings round and hurtles back at the fish…
Fight the battle between yourself and Eric, and the fish. (Remember to roll for which one of you they attack each round.)
CARNIVOROUS FISH SKILL 8 STAMINA 8
ERIC THE PENGUIN SKILL 12 STAMINA 5 (assuming he has lost no STAMINA before now.)
If you win, you clamber out of the trench and again try to press your attack. (If Eric has survived he remains eating a fish at the side of the trench – you are now on your own.) Shadechukker has walked briskly back, and now seems to be dithering about where to go. Perhaps you could decide for him?
Will you try to chase him…
Into his study? Turn to 19.
To a wooded copse at the back of the house? Turn to 121.
36
No part of the giant seems very inflammable. You focus on his shirt just under his chin for maximum distraction, and indeed he gives a yelp of surprise and pain as the flames appear from nowhere. You run forwards whilst he's occupied slapping his chest and jab him in the thigh, but he is not seriously hurt.
GIANT SKILL 10 STAMINA 14
The giant's blows do double damage when they hit you (2 or 6 with a LUCK roll).
If you survive, turn to 17.
37
Did you destroy at least one tree when you were last here? If so, turn to 125
If not, they have regrouped and you must fight them. Turn to 90.
38
In desperation you conjure a fire spell up to burn on Shadechukker's torso. Initially this blooms quite impressively, but the wizard quickly smothers it with his robe and lunges for you with his sword.
Return to 19 to finish the fight, deducting 4 points from Shadechukker's STAMINA.
39
Desperately you flail your sword at one of the roots, severing it, and so survive as the other roots clatter against the ground. You know that you cannot destroy this thing on your own and so run headlong at the Master of Gardens brandishing your sword. Turn to 60.
40
As you cast the spell, Shadechukker is striding round the cabinet with a gleeful expression, magical sword raised to strike once more. But as soon as the gem collapses he is transfixed. You feel waves of heat and cold flow over your skin and you feel certain that you catch glimpses of shadowy figures moving in from the edges of the room towards him.
Shadechukker takes on a golden glow and suddenly you can hear him screaming, though his lips do not move any more than any other part of him and perhaps you can only hear it in your head. Soon he is too bright to look at, like the glare of polished silver catching the midday sun.
Suddenly the mage erupts in a fiery explosion!
You fall back and cower on the floor as an inferno engulfs you …but its touch is nothing more than a warm caress. Indeed as you stand, you find that only a few corners of the room have tiny flames on them, and these go out as soon as you see them. As for Shadechukker, nothing remains except his sword and robe. You go over to look more closely.
Turn to 136.
41
You turn to flee… but immediately regret it as a tentacle wraps firmly round your ankle and begins hauling you back towards the filthy water. The beast intends to eat you and is quite happy for you to drown first.
Test your LUCK. If you are Lucky, you manage to struggle free of the Pool Beast, though not before another tentacle has thumped you hard on the head. Deduct 3 STAMINA points before turning to 12 to fight.
If you are Unlucky, the tentacle successfully drags you back to the water's edge. The bulk of the beast abruptly flops down on you pressing you under the surface. Your last desperate breath fills your lungs with foul liquid mud.
42
Fire
If you turned here from 149, turn to 113.
If you turned here from 56 or 110, turn to 36.
If you turned here from 67, turn to 102.
If you turned here from 32, 166 or 45, turn to 47.
If you turned here from 165, turn to 4.
If you turned here from 101, turn to 38.
If you turned here from 128, 46, 88, 10, 79, 35 or 11, turn to 142.
If you turned here from 61 or 90, turn to 104.
If you turned here from 135, turn to 87.
If you turned here from 119 or 60, turn to 124.
43
You focus on Shadechukker's mind and attempt to conjure up, perhaps a replica of yourself… only to recoil in pain as a fireball explodes in front of your face. Deduct 3 STAMINA points.
"You fool!" screams Shadechukker, shaking his fist at you. "Did you really think I'd be stupid enough to fall for one of my own illusion spells?!"
You have succeeded only in insulting him. If you survive, return to the section you came from.
44
The ring stays cool, almost cold. The giant may be very angry but he has more good in him than evil.
45
The ring remains lukewarm. The Master of Bugs may not be warm or generous but neither is he vicious or treacherous. Will you...
Attack? (Turn to 77.)
Talk to him? (Turn to 118.)
46
You present your amulet(s) to Shadechukker. Cross them off your Adventure Sheet.
You turn your attention to the bag.
Turn to 88.
47
Realising that to defeat the wizard you will have to distract his servants, you summon flames to the ground near to where both of you are standing. This works: some creatures flee the heat, others are fascinated by the light whilst yet others are addled by the smoke.
You step forward and jab your sword at the wizard. He has no weapon as such, but you now see that he has spikes on his wrists which he flicks at you.
MASTER OF BUGS SKILL 6 STAMINA 8
This will be a tricky battle: it is difficult to find the chinks in the master's armour. If you win a round, roll one extra die. Only on a roll of 5 or 6 will you inflict a 2 STAMINA points loss. On 3 or 4 you inflict only 1 point of damage and on 1 or 2, none at all. If you use LUCK to modify the damage, a successful roll adds just 1 point; a failed roll reduces the damage to 0.
You also only get four rounds of combat before the insects and arachnids begin to regroup. On the fifth round you automatically suffer the additional loss of 1 STAMINA point, then 2 on the next, then 3 and so on until one of you is dead.
If you win, turn to 66.
48
The giant stares at you balefully for a while, then slowly turns his gaze toward the ground and looks more sorrowful than angry. Unfortunately you cannot think of a way of helping him. At length he looks at you again.
"I no longer trust your kind, human. It's nothing personal to you but I remain suspicious of you all. Leave with my blessing but do not return."
This is the best bargain you're going to get. Will you head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
49
This feels desperately dangerous. Test your SKILL once and your LUCK twice.
If you pass all of these tests you somehow scramble through the plants without any of the pincers or stings penetrating your clothing. Once you've got your breath back you head for the exit.
If you fail once, several pincers catch your trouser leg and you howl as a few stings sink into your calf. Lose 1 SKILL and 4 STAMINA points.
If you fail two or three times, turn to 24
If you succeed, were you heading…
North by North-West? (turn to 119)
South by South-West (turn to 56)
West (turn to 149)
50
You remain clutching the amulet as Shadechukker brings the tree crashing down upon you. With an effort you bring it to a stop and try to force it back onto him. He resists, and the two of you struggle furiously as if you both had your hands on a quarterstaff. Each time one of you comes close to toppling it over, the other changes the direction they are pushing it in, trying to swing it round in a deadly arc. You lose your footing every time it slams against the ground.
This will not be a long battle. Whenever one of you wins a round, roll two dice and deduct the number from their opponent's STAMINA (half, rounded down or doubled, rounded up with a LUCK roll).
SHADECHUKKER SKILL 9 STAMINA 16
If you win, turn to 136.
51
If this is the first time you've returned to this clearing…
If you attacked the Mistress of Flightless Birds, turn to 52
If not, and you possess the Mistress of Birds' amulet, turn to 99
If not, but you possess the Master of Bugs' amulet, turn to 52
If you possess another amulet or none at all, turn to 112
If this is the second, third, etc time you've returned to this clearing turn to 52.
52
The clearing is now entirely bare, save for a handful of feathers scattered around.
Will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
53
Trusting that anything of this size with eyes and limbs must have some basic intelligence, you call to mind a pack of furry, big-toothed critters of the kind that gnaw down trees to make rivers dams.
The effect is immediate: the trees flail desperately at the scampering irritants, giving you the chance to sprint for the exit of your choice.
Will this be…
North-East? Turn to 119.
East? Turn to 149.
South-East? Turn to 56.
54
There is no sign of the giant this time. Perhaps he has returned home.
Will you go…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
55
You try to press your way through the bushes but they close together, blocking your sword strikes. Suddenly one of them lashes at your hand causing your grip to loosen. At the same moment a lasso of vines drops around your neck, tightens and jerks you up into a tree, cutting off your air and making you drop your weapon.
You keep scrabbling at your throat and kicking at the ground until you pass out, never to reawaken.
56
(This is clearing 1. If you have been here before, turn to 110)
As you move through the trees to the next clearing you feel the ground faintly, then ever more definitely, begin to judder. You rest a hand nervously on the pommel of you sword as you half-walk, half-bounce into the clearing.
The grass in every inch of the large clearing has been pressed flat. The cause is not hard to find: a man nearly twice your height looms above you. He wears simple cotton clothes which have been darned and patched a number of times. His boots are extraordinary, each being made by wrapping about a cow's-worth of leather round and crudely tying it into place with thick cord. His hair is like flaming gold, but his expression is dark as he glares at you. His torso looks as solid as a stone wall.
"Ho! Dwarf! What do you think you are doing here on my patch? Take your pin and pack and scuttle back the way you came!"
You glance to the East to see what the giant's 'patch' involves. There is a house the size of a palace but made of simple whitewashed stone and divided into just two storeys. A great oak tree grows from a huge flowerpot.
The giant is not amused by your momentary hesitation. He picks up a broken tree trunk as tall and broad as you, and brandishes it at you with great dexterity.
If you turn and flee back in the direction you came from, the giant will not pursue you.
South by South-West, turn to 32
West by North-West, turn to 61
North by North-East, turn to 67
If you wish to dash past the giant to another exit, turn to 94.
If you wish to dash past the giant towards the huge stone house, turn to 105.
If you wish to attempt to talk with the giant, turn to 31.
If you attack, turn to 130.
57
You summon up an illusion, but find it difficult to imagine what the Pool Beast would be scared of or distracted by. In desperation you create the image of an identical Beast rearing up in front of it. Baffled, it attacks it's double immediately, and you just have enough time to get one good unopposed slash in before it is dispelled. The creature howls and retaliates:
POOL BEAST SKILL 7 STAMINA 10
If you win, turn to 129.
58
The Mistress of Flightless Birds nods as you explain you are on a mission for the good wizard Smilemister and you have what you need. "Just continue South then." she says simply, "You are nearly at the end of your quest."
She pauses, and then adds:
"Perhaps you should take Eric with you." So saying she sweeps her arm round to some of the crowding birds. You look up, scanning the muscular-necked giants towards the back and are disappointed when one of the smooth, black-backed creatures, a head shorter than you, shuffles slowly forward, clutching a hand-axe awkwardly between its flippers.
Note ERIC THE PENGUIN's stats of SKILL 5 STAMINA 5 on your adventure sheet. He will follow you silently at his own pace and will not become involved at all unless you ask him to join you in a battle. Nevertheless he will find a way to follow you eventually no matter how hard the going is.
Now will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
59
Shadechukker snorts.
"Are they indeed? Well we can easily put that to the test."
So saying, he points at a small hole at the base of the wall. After a few seconds a rat crawls through – or rather it is pulled through against it's will as it scrabbles backwards, trying to retreat into the hole.
The wizard snaps the fingers of his other hand, and suddenly the rat flicks its eyes in your direction. Now it bares its teeth and scrabbles towards you! But it is still held back by the same magic as it strains and rears up.
"One more thing" adds Shadechukker. He makes some complicated gestures …and you feel your hair stand on end as the rat grows to twenty or thirty times its original size – the size of a small bear. Its gnawing teeth now look like they could break your arm.
"If you survive, I will have some gifts for you in my study." the wizard says, cordially enough. He walks the few paces to a door, waving his arm to release the rat before closing it behind him. The rat shambles towards you…
GIANT RAT SKILL 8 STAMINA 10
Whenever the creature hits you, roll an extra die. On a roll of 5 or 6 it has sunk its foul teeth into you, poisoning your blood. Deduct an additional 2 STAMINA points and a SKILL point each time.
If you win, you may join Shadechukker in his study (turn to 22)
Alternatively, you may feel this is an excellent time to reconsider your options and visit Smilemister (turn to 117)
60
You raise your sword and run to attack the wizard, but the bushes lift and unfurl their branches like fists spreading their fingers out to join in a thin fence. Before you can attempt to scramble over or hack your way through, a tree somehow shifts round a few paces towards you and begins clumsily raining down blows from its branches on one side and then the other in turn.
To make matters worse, the grass beneath your feet suddenly grows longer and tries to knit itself over your boots. After every second round deduct an additional point from your Attack Strength until the end of the battle.
FLAILING TREE SKILL 5 STAMINA 10
If you win, there may be time for you to cast a spell before pressing your attack.
Otherwise, turn to 55.
61
Along the path there seem to be an increasing number of saplings, all apparently of the same type, so much so that you fear the way may become impassable. In fact the number of trees settles at a constant rate – they merely become older and wider. You begin to hear a series of dull thuds with the ground trembling on each. (This is clearing 9. Been here before? Turn to 37)
As your turn the corner you see why: half a dozen trees are eerily shifting from side to side. They are thick-trunked, but the branches are not much thicker than your arm and whippy. Each ends in a spiked ball of wood the size of a man's head, which is swung back and forth menacingly. The movement is allowed by strong roots which are mostly pulled out of the ground and which move like and resemble the legs of a spider. After each movement the trunk is dropped with a ground-shaking thud. Most unnerving of all: each tree has a pair of horizontal crevices set with leafy green material which must pass as eyes.
As you move near them, the MACE TREES turn their 'eyes' to you and move to close ranks.
Will you flee? (ONLY the way you came)
North-East? Turn to 119.
East? Turn to 149.
South-East? Turn to 56.
…or fight (turn to 90.)
62
The Mistress of Flightless Birds starts back in shock, barely avoiding your sword as you jab it at her. In an instant there is a storm of hard beaks and feet battering you from all sides. The sorceress calls off the attack almost as soon as it has begun, but by then your skull is cracked and your innards pulverised. Your adventure ends here.
63
Rummaging in your pouch for something to help you as plants close in, you grab the little blue gem and focus immediately on the grass beneath you as it reaches up around your boots. It becomes coated in white and you crunch it underfoot. But vines immediately start to wrap themselves around your wrists and ankles.
Test your LUCK.
If you are Lucky, turn to 97.
If you are Unlucky, turn to 72.
64
You explain that you have found the serrated-leaf herb and are seeking to return to the village.
"Then head south." says the Master bluntly. Before you can speak further he turns and walks away from you and the flying insects close and press you out of his territory in the direction of the southernmost exit. You have no choice in the matter.
Turn to 161.
65
Growth
If you turned here from 149, turn to 75.
If you turned here from 67, turn to 81.
If you turned here from 11, turn to 111.
If you turned here from 61 or 90, turn to 155.
66
At last your sword finds a way through and completely severs the wizard's thin neck. When you retract your bloodied weapon it is if you had performed a grim trick: the amulet is hanging off the blade.
The wasps and hornets around you are still buzzing angrily and looking to attack, but as soon as you take the amulet in your hand you feel a connection with them, and though you lack the skill to control it they become subdued and hold back. Add the amulet to your Adventure Sheet.
Now will you go…
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
67
(This is clearing 3. If you've been here before, turn to 27)
On approaching the next clearing you hear a disturbing clicking/clattering sound, which has grown into a deafening cacophony by the time the path widens out.
The whole area is thickly covered by a sort of weed, blackish-brown in colour and around thigh-high. Every frond branching of the stem ends with a sort of pincer. These sway back and forth, apparently responding to each other's movements in an eerie fashion.
As you watch, a large fly blunders near the edge of the writhing plants and one of the pincers instantly crushes it. The whole plant then stoops to press its remains into churned up soil. The very top of each plant ends in a sort of bulb which is drawn into a thin, sharp point, and the stem coils and flicks it about too.
How will you attempt to deal with this SCORPION GRASS? It is too thick to hack through without getting close to it which seems too risky. At the shortest point it is about three times your height in breadth.
Exit the way you came? Turn back North by North-West (119) or South by South-West (56) or West (149) depending on where you came in.
If you try to run and bound through the plants to reach another exit, turn to 49.
68
Unhurriedly, the Master of Bugs steps back, avoiding your weapon. Three or four more insects bounce off your temple …then one comes screeching in out of left-field and drives its sting into your eye. The pain is so intense that you lose your footing and stumble, screaming into the hornets' nest.
A thousand sharp stings follow. At least the angry wizard is merciful enough to grant you a quick death.
69
If you turned here from 161, 103 or 82, turn to 23.
If you turned here from 32, 166 or 45, turn to 80.
If you turned here from 56 or 110, turn to 157.
If you turned here from 101, turn to 40.
If you turned here from 128, 46, 88, 10, 79, 35 or 11, turn to 142.
If you turned here from 29, turn to 122.
If you turned here from 119, 147 or 60, turn to 135.
70
The Master of Bugs listens in silence as you openly admit your quest to capture the amulets of those like himself. When he does reply he is frosty rather than angry.
"Of course I suspected that this was your reason for coming here. My servants are everywhere, and they had told me of a warrior who had spoken to Shadechukker. As you have confided your quest, I can only assume that you believe me to be too strong for you to take my powers from me. Needless to say: there is nothing that you could offer me in return for this amulet.
"Since you have been straight with me, let me tell you that a female wizard lives two clearings to the west of here and a male wizard to the north, past some deadly plants of his own devising. I may warn the lady of your approach as she is honourable and will return the favour. As to the other I hope that you succeed as he is no friend of mine – but I suspect he will prevail unless you are quick and use your magic resourcefully. One last thing: if you think that Shadechukker will pay you fairly, you are a fool. Farewell!"
With that, the Master of Bugs is gone and with him most of the creatures. Those that remain mill about aimlessly.
Will you head...
North by North-East? (Turn to 56.)
West by South-West? (Turn to 165.)
South by South-West? (Turn to 161.)
71
You defiantly raise your sword and jab it at the thief as best you can. He bares his teeth, spits in your face and brings his mace down towards your head…
PICNICKER SKILL 9 STAMINA 8
Reduce your Attack Strength by 4 points for this battle.
If, somehow, you win, turn to 158.
72
You just aren't quick enough to avoid the vines wrapping around your legs and sword-arm holding you tight.
A long shadow appears over you and you turn just in time to see a tall, thick tree diving onto you, crushing you in an instant.
73
You ask the Master of Bugs how he can help, but he does not answer you. "Try not to flinch." he says, not entirely reassuringly, before holding his amulet tight and closing his eyes.
You do twitch a little as thousands upon thousands of bees settle all over you, covering your hair and clothing. You also notice grasshoppers surrounding the edges of your boots. Suddenly with a tiny jolt you are off the ground and floating gradually higher and higher above the trees to see a view of the mire that no other human has seen before. Even this place looks beautiful from above.
The air is cold on your face up here, but the bees act like thick furs, keeping you warm. You think you glimpse a man almost as tall as the trees in the East and then, further North, the trees seem to be moving in the West.
Slowly, the bees take you lower once more, down into a clearing. They are so gentle that you are not quite certain when you touch the ground. They leave with the quietest hum and for a moment you stand quite still, feeling a sense of perfect calm even amid the brooding evil of the stinking mire. Regain 2 LUCK points.
Turn to 149.
74
The instant that the sole of your boot touches the dark green surface it drops away from you and the next second you are up to your neck in it - sucked down even faster than you could fall. You scream as you feel something burning in through your skin. But you only get to cry out once as the dark green stuff forms flipper-like shapes and slaps down on your hands and face. You sink completely and it rushes in through your mouth, ears, eyes...
The agony is brief. The CARNIVOROUS ALGAE turn your brain to mulch before you have time to drown.
75
Whilst looking distrustfully at the dark green circle, a thought occurs to you. You take out the emerald-like spell gem and focus on the plant with serrated leaves.
Sure enough, as the gem collapses in your hand, you see the plant flourish mightily. One of its shoots extends out over the circle toward you like a man offering to shake hands over a table. You break off a healthy cutting and wrap it carefully.
You may leave the clearing by one of the three exits:
North? Turn to 119.
East? Turn to 67.
West? Turn to 61.
76
Plants around the clearing are still bristling angrily as you scoop up the little silver amulet from the ground, but as soon as you do they seem to quieten. You know immediately that this tiny object with its unremarkable leaf emblem is a thing of great power, even if you do not fully understand how to control it.
Note that from now on if you should wish to cast either a Growth or a Wither spell without using the relevant spell gem, you may Test your LUCK and if successful proceed as if you had cast the spell you chose. (You may only attempt this once per section, but if you fail you may use a spell gem as normal.)
There is a lot of fruit available in the clearing, and although much of it is too ripe to carry away you take the opportunity to eat your fill. It is delicious and nourishing. Restore up to 5 STAMINA points and 1 LUCK point.
Will you head…
South by South-East? Turn to 67.
South-West? 61
Due South? 149
77
You take a stride forward and swing your sword heavily at the Master of Bugs, but he quickly turns his back to the blade which glances harmlessly upwards. The last you see of him is as he turns in no real hurry to exit the clearing. Then everything is black and buzzing as hundreds of angry wasps and hornets dive-bomb your face, trying to sting your eyes. You feel ants, spiders and scorpions swarm up your legs, biting and stinging. There is even the unmistakable sensation of locusts hopping up onto your hands and gnawing at your fingertips.
Howling, you cover your eyes and run headlong for an exit. Roll two dice and deduct that number from your STAMINA.
If you survive, you frantically sweep off the remaining handful of insects and arachnids, and crouch there snivelling and whimpering like a child as you try to nurse a hundred sore patches on your face, arms, chest and buttocks. You press the cold steel of your sword against your skin wherever it is puffy. As you recover, however, you find your flesh has stiffened in some places. Deduct 1 SKILL point.
Which exit did you run for?
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
78
You take a few steps back and sprint towards the edge of the dark green. You must land on the small central patch without either falling short or overbalancing as you land, take a long cutting from the plant and then make a standing jump back.
Test your SKILL twice. If you succeed both times note the serrated-leaf plant on your Adventure Sheet and exit the clearing by one of the three exits:
North? Turn to 119
East? Turn to 67
West? Turn to 61
If you fail either roll, turn to 74.
79
You see that the movement is due to four fish – each as long as your arm and brownish-grey with large, sharp teeth. They work as a team, aiming to make you their dinner.
You may treat them as a single opponent, but unfortunately you must deduct 2 points from your Attack Strength for the length of this battle as you flounder about trying to jab with your sword.
CARNIVOROUS FISH SKILL 8 STAMINA 8
If you survive, you clamber out of the trench and again try to press your attack against Shadechukker. He has walked briskly back, and now seems to be dithering about where to go. Perhaps you could decide for him?
Will you try to chase him…
Into his study? Turn to 19.
To a wooded copse at the back of the house? Turn to 121.
80
The clearing, already starved of light, suddenly grows darker still. Just for a moment you have no idea what is happening and then gasp in shock as a great booted foot the size of a siege tower stamps down from the skies!
You fling yourself away from it but howl in pain as the edge catches your own boot. At the same moment you hear a sickening, deafening crunch as countless creatures are pulverised. The giant leather monstrosity does not lift up again but merely fades from existence.
The clearing is now a sticky, stinking mess of blue and yellow ooze. You pull off your boot and wince as you touch your foot. Two of your toes are broken and your ankle throbs with pain. Deduct 2 SKILL and 5 STAMINA points.
If you choose to do so, you may pick through the acidic slime to find the Master of Bugs' amulet. Add it to your Adventure Sheet.
Will you limp...
North by North-East? (Turn to 56)
West by South-West? (Turn to 29)
South by South-West? (Turn to 161)
81
You hesitate to cast the spell for a moment, but you hope it might move the grass on to a less deadly stage of its life cycle.
Your hopes are not met with success however. The scorpion grass grows yet taller and thicker. It does indeed move on to another stage: seed dispersal. A sort of 'pock!' sound rings out and you see something flung up high into the air and arc down just in front of you. A live scorpion!! Except that the 'legs' quickly reach into the ground and the rest of the body is drawn upwards by the tail.
Still, as more and more seedlings start to be flung up into the air, your only option seems to be to beat a hasty retreat. You *must* leave the way you came. Note that the clearing is now impassable.
Did you come from the…
North by North-West? (turn to 119)
South by South-West (turn to 56)
West (turn to 149)
82
You wince as the ring turns painfully hot! The picnicker is not as friendly as he is pretending to be and you should not trust him in the slightest. Will you
Sit down as he suggests? Turn to 103.
Attack him? Turn to 18.
Thank him, but take your leave? Turn to 34.
83
The remains of the Pool Beast are still here, though it has decomposed noticeably already and from the disturbances in the water you suspect that other creatures are ripping bits of its tough flesh off. With a grimace you leap onto its back once more and scramble to the other side as it shifts unnervingly beneath you.
Turn to
133 if you are heading South-East,
29 if you're heading North by North-West or
161 if you're heading East by North-East.
84
Thinking quickly, you reach into your pouch and grab another red gem, even as a great web of grasses and vines wraps around you. The spell is not powerful enough to destroy every dangerous plant in the clearing of course, but it instantly turns those around you brown, and as brittle as dry straw. Snapping free, you are just in time to sidestep a tree which dives at you.
You scramble to where the amulet landed. Turn to 76.
85
Ice
If you turned here from 21, turn to 160.
If you turned here from 149, turn to 33.
If you turned here from 56 or 110, turn to 91.
If you turned here from 67, turn to 102.
If you turned here from 135, turn to 63.
86
You are just not quick enough. As you lunge forward one more time at the wizard a root slips over your foot and flattens, pinning it to the ground. With perfect timing a noose of thick vines drops neatly around your neck and tightens, whilst others wind round your wrists. The last sight that meets your bulging eyes is the face of the Master of Gardens, who manages to stop panting for long enough to give you a broad, gloating grin before the world goes black.
87
Feeling you need more magic to help you, you manage to cast your fire spell in a circle and stand in the middle of it. The fire wilts the grass within it and creates a barrier which the vines slithering towards you seem reluctant to cross.
One plant however, a peculiar thing the size of a sapling with many dark green leaves, picks its way towards you. It walks with its roots moving like a spider's legs and hops over the flames to confront you. It has three 'heads' or jaw-like constructions of leaves which snap at you in turn.
VENUS MAN-TRAP SKILL 8 STAMINA 8
The plant does no damage if it wins a round. However if it wins two in a row, turn to 92
If you win, you decide to make a dive for the amulet. Turn to 76.
88
Shadechukker presents you with the bag with a flourish. It seems to be about the right size for your reward, but it feels odd in some way.
Will you…
Open it to examine and count the coins? Turn to 10.
Attack Shadechukker? Turn to 93.
89
A look of irritation crackles across Shadechukker's face, but then he pauses and looks thoughtful.
"I suppose that I can tolerate that. The cost to me will be low if you do not return. Let us discuss the matter in my study."
Turn to 22.
90
You must fight three mace trees to reach another exit, and move to positions where you may fight them one at a time.
MACE TREE SKILL 9 STAMINA 6
MACE TREE SKILL 10 STAMINA 4
MACE TREE SKILL 8 STAMINA 7
It is possible to shelter between fights for a few moments – long enough to cast a Health spell for example.
If you win, will you head
North-East? Turn to 119.
East? Turn to 149.
South-East? Turn to 56.
91
"The bigger they come…" you think to yourself, taking out the little sapphire-like gem and striking a defiant stance. As the giant snarls and takes a great stride towards you, you focus on the ground where his foot is about to land…
His front foot skids sharply onward whilst his back foot sticks and he falls in an awkward heap, twisting his back sharply. He howls with pain, and as he is struggling back to his feet you sprint past him and drive your sword into his side. He gingerly places his feet and swings at you.
GIANT SKILL 8 STAMINA 12
The giant's blows do double damage when they hit you (2 or 6 with a LUCK roll).
If you win, turn to 17.
92
The long spiky 'teeth' of one of the plant's snapping 'jaws' snags your sleeve and it uses this to fling another set around your head, enclosing it completely in pouch.
As you struggle to free yourself, great jets of water squirt against your head. This is no ordinary water however, as it robs your eyes of sight, your ears of hearing and even your face of touch. Your brief panic rapidly dims however, as the liquid numbs your brain. You drift into oblivion.
93
You charge at Shadechukker, but at the last instant he steps off the blue carpet and mutters a spell under his breath. Suddenly the carpet is gone and in its place is a long trench filled with water which you cannot prevent yourself falling into.
Worse still, you see movement beneath the surface….
If Eric is with you, turn to 35
If not, turn to 79
(You have no time to cast a spell.)
94
As you dash past him, the giant aims a rather half-hearted kick at you to help you on your way. It still hurts like hell. Deduct 2 STAMINA points.
Were you aiming...
South by South-West? Turn to 32
West by North-West? Turn to 61
North by North-East? Turn to 67
95
You touch your ring and focus on Shadechukker's character, but the ring doesn't respond at all. This seems strange. Return to 6 and make your choice - do not deduct a charge from the ring.
96
Did you leave the Dull Beast sleeping? If so, it has awoken refreshed and you must return to 165 and fight with it.
If it is dead, you may leave:
East by North-East? Turn to 32.
West by South-West? Turn to 29.
97
The vines wrap round your calves and your lesser arm, but you are able to take a swing at the last one with your sword and sever it, before managing to fall out of the path of a toppling tree.
You decide to run to where the amulet landed, but another tree has moved close by and is looking to fling its hard fruits – like balls of hairy wood – at your head.
Test your SKILL three times. Every time you fail, roll another die and deduct that many STAMINA points.
If you survive, turn to 76.
98
As you reach your exit, a very large spider appears from nowhere close to your boot, but you manage to avoid it.
Are you heading…
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
99
You recognise the clearing from which you gained the amulet earlier, but it now seems to be bare …until the thin layer of ground suddenly collapses beneath your feet. Underneath is a deep hole filled with structure of interwoven twigs like a great nest and you find yourself painfully impaled in a dozen places. Deduct 3 STAMINA points.
"I think you've got something that don't belong to you, sunshine"
Although you had seen none of them before, three large birds immediately emerge from the hidden gaps in the dense vegetation and circle you. You think that they may be about to finish you off, but one of them merely snatches the Mistress's amulet from around your neck. It would be absurd to try to resist – the birds would be formidable opponents even if you were not dangling helplessly. They depart as quickly as they arrived.
It takes nearly an hour for you to find a way of extracting the sharp pieces of wood from your legs and clambering out without falling deeper into the trap. You rest for a while, cursing your luck.
Once you have recovered, will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
100
When you last visited the clearing, did you attack the Master of Bugs?
If not, turn to 150.
If you did, do you have the Master of Bugs' amulet?
If you do, turn to 138.
If you don't, turn to 134.
101
You dodge the writhing metal of Shadechukker's sword and dive over the cabinet. You try the drawer …but find it locked.
Return to 19 to finish the fight.
102
Focusing your mind on the thinnest part of the scorpion grass, you aim to destroy a strip of plants in order to create a corridor through them. This is mostly successful, though they remain too close for comfort. You attempt to sprint through, crunching the dead plants along the way.
Test your SKILL. If you succeed you make it through to the other side unscathed. If you fail, several pincers catch your trouser leg and you howl as a few stings sink into your calf. Lose 1 SKILL and 4 STAMINA points.
Make a note that the scorpion grass is damaged and leave the clearing by an exit from which you did not enter.
Would that be…
North by North-West? (turn to 119)
South by South-West? (turn to 56)
West? (turn to 149)
103
Gratefully, you stroll over to the blanket and drop your weight onto it …only to fall into a pit, landing with bone-jarring force! Lose 2 STAMINA points.
The pit is narrow but almost as deep as you are tall, and you cannot quickly clamber out of it. The Picnicker appears above you holding his mace. His smile is broader than ever but now his whole face is a picture of gloating malice.
"That will be a costly mistake, oh mighty warrior." he chuckles, "You now have an unwelcome choice to make. You may either surrender all your belongings to me - at least all that I desire, or I can kill you and take them anyway. What is it to be?"
You snarl at him, but he has a point. You would be at a huge disadvantage if he rained down blows from that mace whilst you cannot swing your sword.
Will you…
Give him whatever he wants? Turn to 127.
Try to fight him off anyway? Turn to 71.
104
One of the 'mace'-heads erupts abruptly into bright yellow flames and a crackling sound quickly follows. The tree it is attached to reacts as if in panic, shaking its branch vigorously before pressing it against the damp ground. The shaking causes a spark to leap from it to a mace-head on the next tree which immediately blooms with flames and that manages to ignite another tree's branch as well. The wooden balls are as clearly as dry as tinder and though the flames are quickly put out a little damage has been done.
Turn (or return) to 90 to fight, deducting 2 STAMINA points from each of the trees.
105
You turn sharply and sprint headlong towards the house. Behind you, you hear the giant roar with unbridled fury and the stomp of a boot taking up a new stance...
...then his cudgel strikes a devastating blow across the back of your head, causing shards of your splintered skull to erupt through your face. The giant returns home ranting to himself leaving your remains to wolves and carrion birds.
106
You have just enough time to grab the red gem as the roots loom over you. In an instant the pale wood darkens, seizes up and breaks open in places with a deafening crackle.
You charge at the Master of Gardens with your sword raised. Turn to 60.
107
You raise your sword and charge at the sorceress, sprinting full pelt in the hope of striking her down before too many of the larger birds become involved in the fight. However she seems quite unperturbed and simply takes a step back, flinging her arms across her face. Immediately you are blinded by a face-full of down and feathers, and the desperate swings of your sword meet nothing. Your foot catches a tree root and you go flying…
Your landing is surprisingly gentle. You flail around frantically, spluttering, as you try to clear your eyes and find your feet before the pecks and kicks begin on your prone body – but they never come.
Sitting up, you realise that you are now quite alone and sitting on a great mound of feathers. Your relief is tinged with a sense of shame as you realise that the Mistress of Birds responded to your attempt to kill her by conjuring up something soft to cushion your fall. Deduct one LUCK point.
After you have retrieved your sword, there is nothing for you to do but leave the clearing.
Will you go…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
108
You scrabble in your pocket and manage to grab the little gem before the giant gets too good a look at you. You imagine yourself at the same height but with the features you had as a youngster. As the blue glint collapses in your fingers you watch the giant's reaction. His features soften.
"Oh! Are you lost, young scamp? I'm sorry I yelled at you, I thought you were one of the little folk - not the little little folk, the stinky ones. Here…", he rummages in his pocket and produces a lump of coloured sugar almost as big as your fist, "take this." (Add the sugar to your Adventure Sheet - it can restore up to 4 STAMINA points, 1 point at a time if preferred.)
"Are you off exploring? I'd keep to the South if I were you - there are some nasty things underfoot to the North - not much fun for you, even with that shiny new pocket knife. There's an even nastier conjuror too."
The giant reaches down and ruffles your hair affectionately with his huge hand. You'd better leave because something breaks the illusion. Will you go…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
109
The ground beneath your feet is slippery mud and you scramble desperately to get out of the way. Test your Luck twice. If you fail either time you are crushed to death.
If you survive, you scramble to your feet and charge at Shadechukker with your sword raised. He has already used his powers to lift the tree which nearly crushed you and is now brandishing it like a sword though his hands are not even close to touching it. He lifts it high above his head and prepares to strike.
Turn to 139 to fight. (You have no time to cast a spell.)
110
Did you leave the giant…
Happy? Turn to 54.
Angry? Turn to 130 (in this case only you may cast a spell).
Dead? Turn to 13.
111
An ingenious thought flashes across your mind. Fumbling for your magical aid with one hand you point at the tree with the other, just as Shadechukker steadies himself to strike at you.
A Growth spell in action
(I know it's barely relevant – I just like it)
Suddenly the bark seems to ripple and branches wind outwards. Within moments the tree doubles its height and breadth. A look of astonishment appears on Shadechukker's face. His eyes bulge as he strains to control the unexpected weight, and he grunts and yelps with effort …then the tree drops straight down upon him with a sickening crunch.
You creep cautiously over to the spot. Most of his robe protrudes from under the thick roots but you cannot see the wizard at all.
Turn to 136.
112
The clearing is now empty, save for a large, pure white egg at its centre.
Do you want to pick it up? If so turn to 154.
If not, will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
113
You decide to take no chances with the mysterious green circle and summon fire to a point where you can cross. The fire hisses, splutters and goes out very quickly, But it has left a patch of brown, solid material which you use as a stepping stone to reach the plant.
The plant's smell is even stronger up close. It is intoxicating and soothing. You take a long cutting and wrap it up as carefully as you can.
You may leave the clearing by one of the three exits:
North? Turn to 119.
East? Turn to 67.
West? Turn to 61.
114
You are just not quick enough… the thick roots club you down to the ground and then drive their spiky tips through you, killing you instantly. You are not the first or the last wanderer to feed this tree.
115
You have only taken a few paces into the clearing, concentrating on the sorceress's face, when a large bird hops in front of you and delivers a stiff kick just under your sternum. The injury is no more than a good bruise (deduct 1 STAMINA point) but it leaves you in a heap on the ground, struggling for every breath. You are not quick enough to react when the same bird grabs your pouch of spell gems off your belt and holds it high, out of reach.
The Mistress paces deliberately over to you. She is frowning, though without obvious anger. Your sword is still within reach.
Will you attack (turn to 62) or try to explain yourself (turn to 2)?
116
Ring
If you turned here from 6, turn to 95.
If you turned here from 161, turn to 82.
If you turned here from 32, turn to 45.
If you turned here from 56, turn to 44.
If you turned here from 29, turn to 15.
If you turned here from 119, turn to 147.
If you turned here from 162, turn to 167.
117
Smilemister's house is impossible to miss, as it is so gaudy that it is visible from almost any distance. You wonder if you'd be able to see it even through other houses. As you stride up the long path to his rather battered door you see that many strange and beautiful plants are growing vigorously, even though no attempt has been made to remove weeds from all around.
The instant your first knock lands the door is flung inward and you are greatly startled by a figure lunging forward and winding you with a bear hug. Your feet do not touch the ground as you are whisked inside and plonked in a throne-like chair next to a tankard of ale and a big slice of pie, which your host gestures enthusiastically that you should eat (restore 2 STAMINA points if needed).
Smilemister is a shortish, plumpish man with big, wandering eyes and a broad grin with teeth all over the place. His clothes are a bizarre muddle of cotton and wool with patches of silk. One leg is mysteriously coated in thick mud up to the knee, but even through this you can see that his boots do not match. He views you with satisfaction.
"So! You have come to help me with my little problem have you? Wonderful! And I can see that you are the one for the task – strong, agile and wily too I can tell. But tell me, what gave you the extra boldness to want to brave the mire?"
You had planned to keep the ring a secret, but your guard is down and you tell Smilemister all about it. You even find yourself apologising for the way you treated the witch. He tries to look disapproving but it is quickly swallowed up in his enthusiasm.
"We really must find a way to see right by her. But how fantastic that you have such an object! Yet you will need more magic for the task I need your help with."
Smilemister rummages around and produces a box which appears to contain emeralds and sapphires.
"What I need from you is a sample of a certain herb, believed to be found in the mire. It has serrated leaves which I have sketched for you, and a smell that is unlike anything else. It has great powers to soothe those who are quick to anger and may be used to bring peace to warring tribes. I will dream up a reward suitable for such a great task, but I know that that is not why you are doing this.
"On your way you may need to use these gems in which are trapped spells of good or neutral kinds. I'm afraid I keep no evil spells. Hold one in your hand and command the spell with your mind – the gem will then melt away. Please take no more than five as they are difficult to make or come by."
Choose your five spell gems and turn to 16.
118
If you serve Smilemister and have yet to find what you are looking for, turn to 9
If you serve Smilemister and have found what you are looking for, turn to 64
If you serve Shadechukker, will you tell the Master of Bugs the truth about your quest? (Turn to 70.) Or will you lie about it? (Turn to 137.)
119
As you approach the next clearing (10 - if you've been here before turn to 164), you feel the grass becoming thicker and richer beneath your feet. The bushes alongside the paths, always too thick to be passable, are denser and the colours seem healthier and more pleasing to the eye. Even the thick stench of the mire eases off, apparently mopped up by the flourishing plants. Before entering the clearing you take a few deep breaths. Regain 1 STAMINA and 1 LUCK point.
The clearing itself is especially sumptuous, packed with tall stemmed plants, round bushes and tall trees. Deep greens are punctuated by flowers of blue and pink and gold. Soft, tempting fruits hang near to you. Despite the beauty there is a slightly eerie feeling to the glade as all the plants sway slightly as if in a breeze – but there is no breeze, nor are they even swaying to the same rhythm.
At the centre of it all, a man dressed in simple clothes rests on a wooden staff amidst a rough circle of bushes and regards you impassively. He bears an amulet of some kind around his neck. This is the MASTER OF GARDENS.
Will you…
Talk to him? Turn to 120.
Attack him? Turn to 60.
120
You begin to regale your host with praise for his many beautiful and sweet-scented creations, but quickly get the impression that he is not interested in what you are saying. Then you catch a glimpse of something out of the corner of your eye…
A tree root from the edge of the clearing is extending and growing towards you, breaking through the surface of the ground, zig-zagging and forking like lightning and only a fraction slower. As you watch, almost mesmerised, it erupts from the ground reaching over you like a gigantic set of claws!
Test your SKILL.
If you succeed, turn to 39.
If you fail, turn to 114.
121
You chase Shadechukker in such a way as to press him towards the back door. He makes no attempt to avoid this and simply strides a dozen paces out before swinging round to confront you, wearing a malicious grin.
He flings his hands to his right and drags them back with a grunt of effort. A tree to your left, not full grown but twice your height, topples down onto you!
There is no time to cast a spell. Do you have the Master of Gardens' amulet?
If so, turn to 11.
If not, turn to 109.
122
The little red gem seems to gleam like a malevolent eye as you take it from your pouch. You concentrate on the Mistress and the gem collapses in your hand.
Immediately there is a deafening sound of cracking and gurgling. A great split opens up in front of the sorceress and the thickest, blackest oil you have ever seen erupts from the ground and spreads in all directions. It flows over the Mistress of Flightless Birds' feet, then those of the nearest companions …and then over yours too.
The level rises quite quickly and before you have time to react you are knee-deep in oil so thick that you can barely lift your foot to take a step. The clearing is filled with squawks and shrieks…
Then the oil is suddenly sucked back down the crack, sweeping you and all the other creatures off your feet. You struggle desperately to stay above ground but are helpless like the rest. You are sucked under, and suffer the horror of feeling your lungs fill with oil in the pitch black before the ground closes and you are crushed.
123
You step in through the wooden doors and find Shadechukker several paces in front of you. His face bears an expression of absolute fury.
"I told you to fetch me the wizards' amulets!" he screams, "and you dare to return without a single one??!"
As he says this he raises both arms and then points at you with one. A bolt of black lightning bounces round the ceiling and then stabs down at you. Your agony is brief.
124
You wish to defeat the Master of Gardens but whilst he is surrounded by bushes – which he can no doubt control – he will be protected.
Clutching the little blue gem, you focus on one of the bushes and sprint towards it as it erupts into flames.
The burning bush is in no mood to let you slip by however, and thrashes at you in an uncoordinated fashion.
Roll two dice. If the total is less than your SKILL you dodge the bush and confront the wizard immediately.
If not, deduct 2 STAMINA points as the bush lashes you with a burning branch and note that an Attack Round has passed.
Repeat the roll one more time. Failure brings the same consequences.
(You can pass the bush automatically on the third attempt.)
The wizard raises his staff and snarls at you. The thick stave is clearly still a living piece of wood and it twitches in his hand like a cobra.
MASTER OF GARDENS SKILL 10 STAMINA 9
Whilst you are fighting you hear and see the bushes all around you shift and start to close in. If you are still fighting after five rounds (including any lost against the bush) turn to 86
If you win, the wizard topples backwards clutching at the great slash you've struck across his chest and his amulet goes flying over the top of his head. You scamper forward to retrieve it.
Turn to 76.
125
The remaining trees seem to recognise you. Slowly but surely the glade opens out as they creep to the sides to allow you to pass.
Will you head…
North-East? Turn to 119.
East? Turn to 149.
South-East? Turn to 56.
126
The Master of Bugs watches you intently as you take the green spell gem out and watch it turn to a trickle of water between your fingers. Even the buzzing of the insects sounds suspicious. Then a great barrel appears in front of you, filled to the brim with thick, brown molasses.
The Master of Bugs' expression softens and the hum around you seems to become more relaxed. He rubs his hands then touches his amulet and a few flies and wasps settle to taste. At length he nods with satisfaction and addresses you warmly for the first time.
"Thank you warrior, that is a highly acceptable gift. Let me see if I can return the favour."
He sits down and begins to speak amicably to you about the mire, and even how you make defeat his fellow wizards.
"I had a strong suspicion before you arrived that you were a warrior sent by Shadechukker to gather yet more magic for himself. My servants lend me more eyes than you could possibly imagine.
"There are two others in this place with powerful amulets: to the west is a sorceress with powers over feathered creatures. She is the weaker of the two but not to be underestimated. I suspect that some form of persuasion or guile may be the only way to win the source of her magic – she will not join battle if she can avoid it.
"To the north – as far as you can go – is a wizard with powers over trees and grasses. He is nothing like the sorceress. Do not waste time talking to him – those who enter his domain do not leave with his blessing.
"Shadechukker is unlikely to pay you however many amulets you return with. You may have been unwise to agree to the task he set you, but once you have entered a wizard's employment you cannot leave any time you choose.
"The route to the north may drain you. If you put your trust in my magic I might be able to help…?"
If you agree to whatever he is suggesting, turn to 73. If you refuse, he is not offended but simply exits the clearing, followed by most of the insects and other creepy-crawlies. To your astonishment, the barrel glides slowly after him! On looking more closely, you realise that many thousands of ants have combined their strengths to lift it.
Will you head...
North by North-East? (Turn to 56.)
West by South-West? (Turn to 29.)
South by South-West? (Turn to 161.)
127
It is like fire on your skin handing over your valuables to this scumbag without a fight, but it seems to be the only way to stay alive. The only thing to be thankful for is that the gleeful thief doesn't want your sword weighing him down (though he throws it into the bushes so that it will take you time to retrieve it).
He does however want your magic ring, all your spell gems and any amulets you may have on you. Stuffing these into his backpack he sarcastically blows you a kiss and sprints off. Utterly humiliated, you pull your sword free and hack down a young tree with it just to relieve your anger. Lose 2 LUCK points.
Will you now go:
North by North-East? Turn to 32.
West by South-West? Turn to 21.
South-West? Turn to 133.
128
Shadechukker is waiting for you with a difficult to read expression on his face – perhaps slightly playful? He stands at the near end of a length of rich blue carpet which you do not remember from your previous visit, and holds a bulging bag. Glancing briefly at your spell gem pouch, he flicks his left wrist and a translucent circle extends out from it, with dark grey cloud swirling round within it.
"Welcome back, warrior. I believe that you have had a little success, and have your payment ready for you. Please pass across that which is now mine."
Will you…
Pass over the amulet(s) you have? Turn to 46.
Take the bag from him? Turn to 88.
Attack? Turn to 93.
129
The Pool Beast slowly slumps forward into the mud with a gurgling sound. As its contorted face sinks into the mud you notice some kind of shimmering gemstone embedded into the top of its head. It resembles your spell gems but constantly flickers from red to green to blue. You cut it out, and the moment you have it in your hand you know instantly what it is as if it had spoken directly into your mind. It is indeed a spell gem, but one which can be used to cast any one of a range of spells at will (any of those listed).
The sunken monster provides you with another benefit: you can clamber over it without sinking into the pool!
Now where will you go?
North by North-West? Turn to 29.
East by North-East? Turn to 161.
South-East? Turn to 133.
130
The giant nods with satisfaction as he sees you holding your sword ready. He thumps the ground with his great staff, almost knocking you off your feet before snarling and taking a great swing at you. You are in for the fight of your life.
GIANT SKILL 10 STAMINA 18
The giant's blows do double damage when they hit you (2 or 6 with a LUCK roll).
If you survive, turn to 17.
131
You explain to the sorceress all about your quest and describe the plant you seek to her in detail. She listens carefully – and then suddenly she bursts out laughing. "Yes I am familiar with that plant." she says rather knowingly, "It certainly has soothing effects although it can be overused.
"Such a plant is likely to be found in the north – most of the more interesting flora is found in that direction – though you must travel east from here. You may encounter one of my fellow wizards who might be able to help you, but he is unlikely to unless you give him a reason to do so. Be careful how far north you go – you may meet someone you would do better to avoid.
"Perhaps you should take Eric with you." So saying she sweeps her arm round to some of the crowding birds. You look up, scanning the muscular-necked giants towards the back and are disappointed when one of the smooth, black-backed creatures, a head shorter than you, shuffles slowly forward, clutching a hand-axe awkwardly between its flippers.
Note ERIC THE PENGUIN's stats of SKILL 5 STAMINA 5 on your adventure sheet. He will follow you silently at his own pace and will not become involved at all unless you ask him to join you in a battle. Nevertheless he will find a way to follow you eventually no matter how hard the going is.
Now will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
132
The giant frowns. "I do not know this herb." he says, "but there are many strange plants to the north. There is a sorcerer there who makes them or twists them. Mind you don't go too far – you don't want to run into him."
You take your leave of the giant. Now will you head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
133
You realise that the stench of the swamp, which you'd become partially accustomed to, is beginning to ease off. You are on the path back out of the swamp into Scumtown!
Have you successfully completed your mission?
If you serve Smilemister and have successfully found the herb he wanted, turn to 5.
If you serve Shadechukker and wish to leave the mire (regardless of how many amulets you've collected) turn to 162
Alternatively, if you have more business in the mire, you reluctantly turn back and trudge…
North-West? Turn to 21.
North-East? Turn to 161.
134
The clearing is now free of creepy crawlies and you can see the dusty ground with little vegetation properly for the first time. Perhaps because it is unfamiliar, you find yourself staring down at the earth. But there's nothing unusual about it – is there?
Eventually you stop staring and head for an exit.
Test your LUCK
If you are Lucky turn to 98.
If you are Unlucky turn to 146.
135
You have no doubt that the wizard is possessed of great power and only the strongest magic you possess will lend you a chance against him. You hold the little red gem tight and focus on him.
The effect is immediate. The serene expression drops from the Master of Gardens' face and is replaced by one of abject terror, then unbridled rage, then terror once more. The colour of his skin is becoming mottled and it seems to bulge.
He snatches his amulet from around his neck and holds it high. Pointing at you he spits out a dozen words in low, guttural tones – you flinch as though do not know the language the viciousness can only mean a curse of his own – and then flings his amulet hard at the ground between you. Ripples spread from it as though the ground were water, and you hear an ominous bristling from every direction.
You see the Master of Gardens stagger and fall backwards. Before he disappears from view you see a dozen scuttling creatures erupt from his skin, biting at it.
But now you must face your own fate. Turn to 14.
136
When you inspect the wizard's fallen robe you are astonished to find no trace of him within it. You are even more surprised to find that not only does the robe seem to be undamaged, but that it has shed its dark hue and is now a cascade of many colours. You put it on, and feel a sense of a hundred spells jangling at the edge of your mind.
As you stroll back through the house, the walls seem to be shimmering and shifting as if adjusting to its owner's passing. When you open the front door you are surprised once more to find half the village waiting for you. Many seem uncertain whether to stand or kneel.
"Have you slain the wizard, good sir?" one asks. You nod, puzzled, and several of the villagers answer your silent question by pointing up and behind you: the house is now a gleaming, pearly white.
"Shadechukker demanded many things of us all," the young man continues, "and offered nothing in return but to spare us failed crops and burning houses. May we hope that you will treat us a little better?"
So it begins. Over time you become accustomed to the many gifts that the villagers bring, and as you master Shadechukker's magic you find it easy to reward them with health and harvests. The village will be happy and thriving as long as you choose it – though the inhabitants will never stop looking nervously at your home, lest it begin to darken once more.
137
"Greetings noble wizard" you say with a bow whilst trying not to stare at the amulet, "I am a wandering adventurer seeking to test my mettle in the mire until a more worthy quest comes my way. My apologies if I am intruding on your land."
The Master of Bugs pauses, then gives a tiny smile.
"Well met warrior. I have some ideas that might appeal to a wandering adventurer - let us take a moment to relax and discuss them."
He half-turns and takes a few steps to one side, beckoning. You follow him …then something shifts under your foot. Looking down, you see that part of a strip of thick grass has folded back revealing a drop into a nest filled with hundreds of huge hornets!
Looking back up, you see the Master of Bugs is glaring at you with a look of pure rage and holding his amulet in a clenched fist - he clearly knows exactly why you are here. A large insect thumps into the side of your head, then another. He is trying to make them topple you into the hole!
In desperation you take a clumsy swing at him with your sword. Test your LUCK
If you are lucky, turn to 77.
If you are unlucky, turn to 68.
138
The clearing is now free of creepy crawlies and you can see the dusty ground with little vegetation properly for the first time. Perhaps because it is unfamiliar, you find yourself staring down at the earth. But there's nothing unusual about it – is there?
After you have hesitated for long enough to wonder if you are losing your mind, you find yourself idly batting the amulet you found here with your fingers ….and you reel backwards as a startling realisation erupts in your mind! The clearing is not clear of creatures at all: several large spiders have concealed themselves in burrows, camouflaged with a dusting of soil. Now that you know exactly where to look they seem obvious, and you can even see strands of web, similarly disguised, extending from each hiding place.
It takes you some time to pick your way across the clearing without touching them, but you reach your chosen exit safely.
Will you head…
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
139
This will be a desperate fight. Every time the tree swings round you feel it like a gust of wind and whenever strikes the ground you are knocked from your feet. Whenever you lose a round, roll 2 dice and deduct that number from your STAMINA (half, rounded down or doubled, rounded up with a LUCK roll).
SHADECHUKKER SKILL 9 STAMINA 16
If you win, turn to 136.
140
Illusion
If you turned here from 21, turn to 57.
If you turned here from 56, turn to 108.
If you turned here from 161 or 82, turn to 148.
If you turned here from 165, turn to 141.
If you turned here from 128, 46, 88, 10, 79, 35 or 11, turn to 43.
If you turned here from 29 or 15, turn to 151.
If you turned here from 119 or 60, turn to 159.
If you turned here from 61 or 90, turn to 53.
If you turned here from 32 turn to 166.
141
Knowing little and caring less about the beast's tastes and fears, you conjure up a mirror-image of the creature in front of it.
The effect is immediate: the beast takes one look at itself, rolls its eyes back into its head and flops down in a deep slumber. Note that the beast is asleep and take an exit before you join it.
Will that be…
East by North-East? Turn to 32.
West by South-West? Turn to 29.
142
You grasp for the gem and focus on Shadechukker, hoping to strike the decisive blow. But nothing happens except that the swirling 'shield' of shadows gleams gold for a moment before returning to darkness.
Return to the section you came from.
143
Shadechukker starts a bit as the tree he is levitating let's out a loud cracking sound and showers fragments of bark down. He flings it to one side and runs as you give chase, jabbing at him with your sword.
There are a few frantic, comical seconds as he ducks behind a similar tree and you chase him round and round, and the point of your weapon finds him thrice. Then you hear an ominous creaking as the tree begins to lift out of the ground, and you see Shadechukker sprinting away again, half-turned with arm extended towards the tree. As you chase after him with your sword, you are forced to dodge the tree as it swings at you…
Turn to 50 and fight, deducting 6 from Shadechukker's STAMINA.
144
Suddenly a few things fall into place, explaining the giant's anger and the identity of the mysterious object. Producing it carefully and taking care to show the giant you are not handling them too much, you pass over his wife's underwear.
The giant gasps and his eyebrows drift upwards - then they drop again and he eyes you suspiciously. But once you explain about the picnicker and how he met his end, the huge face nods and chews its lip with grim satisfaction.
"Thank you, human, you've restored dignity to my home. This is the last place one expects a good turn from anyone."
A look crosses his face and he starts rummaging through his pockets looking for something worthy of his gratitude. First he fishes out a lump of coloured sugar almost as big as your fist, (it can restore up to 4 STAMINA points, 1 point at a time if preferred), then a little blue gem which the giant mutters vaguely about 'keeping your strength up' (it's a Health gem) and finally a seriously unimpressive piece of flint.
The giant shrugs slightly when you ask about it. "Another human passed it to me long ago – I had forgotten it until now. He called it a 'life-saver' and said it carried a charm that would turn away any blow once." If you lose an attack round, you may cross the life-saver off your possessions and treat the round as though you had drawn it (you had matched attack strengths with your opponent).
Add the items to your Adventure Sheet and regain 1 LUCK point.
If you are still seeking items and wish to ask the giant's advice turn to 132 (if you serve Smilemister) or 156 (if Shadechukker).
Otherwise, you bid the happy giant farewell and head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
145
You try to think about the sorts of things that the creator of this beautiful garden would find useful. You do not have an exact idea what the gem will conjure up, however, and are greatly startled when a great trough of manure shimmers into existence halfway between the two of you.
You glance up at the wizard to see if he has taken this gift as an insult. But he seems calm and is smiling – such a peculiar smile.
"Thank you warrior, such a generous offering is rich food for my creations." He plays with his amulet as he speaks in a lilting tone.
"But perhaps we can make it even richer."
As he says this, two great long vines which had quickly built up behind the trough whip round it and snag around your ankles. The next instant you are hoist upside-down into the air and then slapped face down into the foul contents. You take one last desperate gulp of air before the unthinkably strong vines coil round your neck and shoulders and press you under. It will be weeks before a probing root samples your drowned remains.
146
As you stride across the clearing, suddenly a spider the size of your hand scrambles up your boot and bites your calf. You stagger round, trying to knock it off with the flat of your sword – and then another is biting the back of your other leg.
Losing your footing, you crash to the ground and for an instant see the tripwires of webbing hidden in the dirt which trigger a dozen more spiders to swarm over you. One clambers onto your face and bites you just beneath your eye.
Your thrashing knocks them off you in moments, but the clearing is blurring and darkening. You succumb to the poison. The spiders are dissatisfied with their kill, but will wait for your corpse to attract better prey.
147
You focus on the ring in your mind and then try to link it with the wizard in front of you – only to grimace with pain and clutch at the band of metal with your other hand as a great flash of heat burns your finger. Deduct 1 STAMINA point. Within an instant the heat is gone again. You had better make good use of this painful warning.
148
Working on a hunch, you finger the gem and walk slowly over to the blanket as suggested, but concentrate on the idea of yourself doing so more quickly. You can make out the hazy image of yourself from the back ahead of you, but suppose that the picnicker can see it more clearly (and your real position not at all.)
The picnicker watches intently as 'you' make your way across the clearing. But when 'you' sit down on the blanket he leaps to his feet with a look of astonishment on his face! Clearly there is a booby-trap set for anyone who takes up his friendly offer. He grabs his iron mace and swings it full strength at 'your' head.
As the illusion breaks, you angrily swing your sword at the treacherous dog's chest, landing a heavy blow. He staggers back, then recovers and rejoins battle.
PICNICKER SKILL 9 STAMINA 4
If you win turn to 158.
149
This is clearing 7. (If you've been here before, it is as you left it. If the following description no longer applies, skip over it and select an exit. There is nothing new here.)
The clearing is small, with its only striking feature being a strong scented plant with serrated leaves. It grows from a small patch of ordinary-looking ground surrounded by a broad circle of darker green, perhaps covered with moss or something.
Is Eric with you? If so, turn to 26.
Otherwise, will you leap over the dark circle (turn to 78)? Or walk over it (turn to 74)?
Or you may leave the clearing by one of the three exits:
North? Turn to 119.
East? Turn to 67.
West? Turn to 61.
150
The clearing is empty, and looks very bare without any creatures on the ground or in the air. Will you head…
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
151
You feign that you are heading for the nearest exit, but whilst you wander amongst a few of the birds you pinch the blue gem between finger and thumb and take on the guise of one of the man-sized long-necked creatures. Pacing nonchalantly up behind the Mistress of Birds with your arm raised high and fingertips pressed together to represent a beak, you take hold of the amulet's necklace and begin to draw it up over her head.
The sorceress's severe expression crumples and she giggles as the simple silver emblem of a bird's foot is drawn out from beneath her robe. "Careful with that thing, Titus!" she murmurs as it slides through her hair.
Though your heart is racing you manage to keep your composure and it is only once you have strolled over to an exit that you put on a little speed and scurry away. Add the amulet to your Adventure Sheet.
Did you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
152
This must be the correct spell to use in this situation. Indeed as soon as you cast it a great swathe of the plants shrink and turn brown, and the clicking sounds dwindle to almost nothing.
You stroll through the dying remains of the grass. Those plants which remain seem almost forlorn.
Make a note that the scorpion grass has been destroyed and leave the clearing by the exit from which you did not enter.
Would that be…
North by North-West? (turn to 119)
South by South-West? (turn to 56)
West? (turn to 149)
153
You think that the giant may be friendlier if you show some goodwill. The little green gem conjures up a huge pair of boots – sturdy but shaped as if by the finest craftsman. They are a world away from the giant's crude soil-blockers. He stares at them in amazement, then throws down his weapon and looks terribly ashamed, even wiping his eyes on his sleeve.
"I am so sorry, human. It was wrong of me to judge you by the last of your kind who came by here. This is a wonderful gift."
Whilst trying on his new boots a thought occurs to him. "Take this," he passes you a little blue Health gem, "it's of more use to you than me."
He begins to walk back and forth – gingerly at first but with increasing confidence.
It is obvious that you are free to leave now, but if you are still seeking items and wish to ask the giant's advice turn to 132 (if you serve Smilemister) or 156 (if Shadechukker).
Otherwise, will you head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
154
The egg is warm to the touch, and seems to have a slight golden gleam to it up close. It begins to crack down the middle, but you instinctively keep hold of it. As it opens you find that there is no creature or anything you can see within, but a sense of warmth and wellbeing washes over you. Restore all your stats to their initial levels.
Now will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
155
Uncertain of what effect the spell will have, you cast it with some trepidation.
The result is certainly striking. All the trees nearest you sprout swathes of thick pink blossom. Like floppy-haired children the trees find their vision blocked by their own decorations.
As they frantically try to shake some of the flowers clear, you should decide what to do. If you sprint for an exit you will reach it without difficulty.
If so, will you head…
North-East? Turn to 119.
East? Turn to 149.
South-East? Turn to 56.
If you stay to fight, turn to 90 but deduct 2 SKILL points from each of the trees.
156
The giant frowns. There are a few mages in these parts that might be these masters you seek – perhaps you have encountered one already? To the south is one with powers over tiny creatures; to the north is one who controls grasses and trees. Both are powerful.
You take your leave of the giant. Now will you head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
157
You snatch at the red gem and then stare at the giant as you hold it. For a moment nothing happens, then to your utter horror the giant's skeleton erupts up and out of his body. The bones become three times taller than you whilst the flesh remains the same size it was before. The giant immediately loses his balance and topples forward onto you! The skull lands heavily on your chest and belly with an ominous crack and a dozen kinds of pain. Teeth pin your legs to the ground. The contents of the skull – blood and pulverised brain – gush out of it pouring over and into your face.
Deduct 8 STAMINA points, 2 SKILL points and 2 LUCK points.
If you survive, you drag yourself out from underneath the monstrosity, haul yourself to your feet and vomit blood - most of it probably not yours. A couple of your ribs are broken, blood seeps through your breeches and every few steps there is a pain which shoots up your insides.
There is no point in searching the giant's remains – you can barely bring yourself to look at them. Once you've recovered as much as you can, will you leave the clearing by heading…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
158
The picnicker is no more. For all that you've heard of evil and twisted forms of life in this place there can be few more vicious than him.
Now at least you can search through his belongings which you hope to be full of intriguing and valuable items. For the most part you are disappointed – there is nothing here of magic, gold or jewellery. Presumably his ill-gotten gains are stashed or buried somewhere else, and he only fled into the mire to escape.
There is nothing wrong with the food at least. You eat your fill (restore up to 4 STAMINA points). Then there is the bundle, which has you baffled. It is like a bag, except that as well as the main opening there are two other large holes in it. It seems to be made mostly of silk yet it is somewhat stretchy. Your best guess is that it is a sort of slingshot which could be used by slinging it between two adjacent trees and using the centre line as a pouch to fling rocks. Note the silk slingshot on your Adventure Sheet.
There are three exits from this place. Will you go…
North by North-East? Turn to 32.
West by South-West? Turn to 21.
South-West? Turn to 133.
159
You wish to defeat the Master of Gardens but whilst he is surrounded by bushes – which he can no doubt control – he will be protected.
Uncertain whether the bushes have minds of their own or are entirely under the control of the Master of Gardens, you conjure up the illusion of a swarm of locusts and run in with them. The bushes 'panic' and hop from side to side. You make a guess at where the line is likely to stay thinnest and thunder towards it.
Test your LUCK. If you are unlucky turn to 55; if you are lucky, read on.
The wizard raises his staff and snarls at you. The thick stave is clearly still a living piece of wood and it twitches in his hand like a cobra.
MASTER OF GARDENS SKILL 10 STAMINA 9
Whilst you are fighting you hear and see the bushes all around you shift and start to close in. If you are still fighting after five rounds turn to 86
If you win, the wizard topples backwards clutching at the great slash you've struck across his chest and his amulet goes flying over the top of his head. You scamper forward to retrieve it.
Turn to 76.
160
Noting that the Pool Beast is surrounded by water you scrabble in your pouch for your Ice Spell Gem and focus on a point where most of its tentacles are close together. Its eyes widen in astonishment as three of its limbs are suddenly frozen to each other, and it thrashes around struggling to keep its balance and attack at the same time.
You take advantage and swing a great slash at its underbelly. It howls and retaliates:
POOL BEAST SKILL 5 STAMINA 8
If you win, turn to 129.
161
You trudge along the sticky, smelly path and are surprised to enter a comparatively pleasant glade.
(This is clearing 5, if you've been here before turn to 163.)
A pleasant breeze is sweeping through and taking the worst of the mire's stench with it. At one side of the clearing is a cheerful man sitting on one side of a large blanket, munching away. Alongside him are his backpack, some sort of bundle, an iron mace and bread, cheese, pies and a waterskin. He greets you cordially:
"Well met, good warrior, it is unusual to see one such as yourself walking these paths. Come join me for a little sustenance and give tell of what you've seen and what you seek."
He motions for you to sit down on the other side of the blanket.
Will you…
Sit down as he suggests? Turn to 103.
Attack him? Turn to 18.
Thank him, but take your leave? Turn to 34.
162
You should feel a sense of relief and relaxation as you leave the mire, but instead you feel only tension.
To make matters worse, something seems to be addling your mind. You had intended to stop for a rest at a tavern and think over your return to Shadechukker's house. But instead you find your mind is given over to bouts of daydreaming, and each time you return to full awareness of your surroundings you find that your feet have carried you closer to the mage's dwelling.
There is an eerie sense of familiarity when you find yourself before the great wooden doors as they open without you knocking once again.
Have you gained any amulets?
If you have, turn to 128.
If you have none, turn to 123.
163
The clearing is empty. All traces of the thieving picnicker are now gone.
Will you head
South-West? (Turn to 16.)
West by South-West? (Turn to 21.)
North by North-East? (Turn to 32.)
164
A little rustle runs round the clearing as if the plants recognise you, but nothing further happens. There is nothing to do here so you must leave.
Will you head…
South by South-East? Turn to 67.
South-West? Turn to 61.
Due South? Turn to 149.
165
The path into clearing 6 is unremarkable. (Been here before? Turn to 96) It opens out into an area which is empty save for a few stones. Suddenly you sense movement coming from a pile of rocks at its centre. Unfortunately you struggle to take an interest in this, and are almost startled as the beast rears up in front of you.
The beast has a grey tone, a nondescript shape and at least three legs - you just can't be bothered to count them. Waves of tedium wash over you. You must fight the dreaded DULL BEAST!
DULL BEAST SKILL 7 STAMINA 8
Every second round you must lower your Attack Strength by 1, as the beast is so boring that you struggle to remember to attack it.
If you win, you find nothing of interest in the clearing.
Will you go…
East by North-East? Turn to 32.
West by South-West? Turn to 29.
166
Thinking about how you can get closer to the Master of Bugs – either to attack him or simply to snatch his amulet and run – you feign exiting the clearing by one of the paths but use the little blue gem to change your appearance to one of a swirling column of flying insects.
You edge back towards the wizard, but he is peering suspiciously in your general direction. Clearly he can see that there is something amiss – perhaps because the real insects continue to hold back a few inches from your skin – and he starts to tap his amulet with a finger. This illusion will not hold for long.
Will you attack him now? (Turn to 77.)
Alternatively, you could run for an exit:
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
167
You focus your mind on Shadechukker – and stifle a yelp as the ring burns your finger. Deduct 1 STAMINA point. You are in grave danger here.
Have you gained any amulets?
If you have, turn to 128.
If you have none, turn to 123.
The idea was supposed to be that I'd take SS as a concept, cut some boring stuff, tweak some story bits so they make more sense, fix the annoying thing where you can't cast spells which would/should help, and throw in some jokes.
The result is a maybe bit odd. The tone varies from shamelessly zany and sniggery jokes in the intro and a few other places to a couple of unnecessarily grim deaths, possibly reflecting my getting fed up with it all. People may well feel that looking up spells is cumbersome and not worth it.
MM is actually quite similar to SS in its encounters – knowing your way round SS will help you here – with a couple of crucial exceptions.
Rest assured however that no one wears tights.
NOTES ON PLAY:
I've designed this with the idea of people playing by the rules: It is possible to complete both missions with 7/14/7 and the correct number of spells. Of course I know that not everyone can manage playing by the rules, but to be clear: if you get to the end after wading through umpteen punishing combats you're supposed to be dead. This is not Crypt of the Sorcerer – you are not supposed to defeat six impossible things before breakfast.
If dice aren't practical, sticking to the spells you've picked is probably the main thing.
Roll for SSL as normal. You begin with nothing but a sword, soon to be followed by a magic ring.
You can use your ring to check on the character of any life-form of higher intelligence in the first paragraph in which you encounter them. Make a note of the paragraph number and then turn to paragraph 116 ready to deduct a charge from the ring. If you do not see the number there you may return to the original paragraph without deducting a charge.
If asked to Test your SKILL, you succeed only if you roll less than your SKILL, unlike a Test of LUCK for which less than or equal will do.
Fighting multiple opponents:
If A is fighting B and C simultaneously, A chooses whether to attack B or C at the start of the round and all roll for Attack Strength once. If A is attacking B, their round works like a head-to-head battle. C's attack strength is also compared to A's and A is injured if C's is higher.
If you are the one with the ally, roll a die each round to see which of you your opponent attacks: on 1, 2, 3 it's you; on 4, 5, 6 it's your ally.
Spells:
As you make your way through through this adventure you will have access to a magic ring and a certain number of spells. However, you will not often have the option of using them pointed out to you. Indeed if you wait to be offered the chance to use magic you are probably doomed.
Unlike the ring, you may cast a spell whenever you think using the magic would help and you have the spell necessary make a note of the paragraph you're on and turn to the number listed here.
If you are given a number to go on to, then delete the spell (or ring charge) and proceed. Otherwise return to the paragraph you came from without deleting the spell. You may still need to make use of the noted paragraph even if you continue. This does not apply to the Health and Fortune spells.
You may not cast spells during combat or directly under attack. Once you turn to any paragraph including a battle it is too late to cast one, unless you have just arrived at a location and are given no option before fighting. On occasion you may be able to cast a spell after completing a combat
NEUTRAL
Health: This spell has a powerful restorative effect on the caster. It restores up to 6 STAMINA points and 1 SKILL point lost through injury.
Fortune: This spell appeases the Fates and restores up to 4 LUCK points.
Fire: The heat and light of a small campfire arises at a place of the caster's choosing. After that its effects are that of natural fire. (Turn to 42)
Ice: A deep midwinter chill is summoned to a place of the caster's choosing. It is potent enough to freeze a horse's drinking trough solid, but less effective without water present. (Turn to 85)
Illusion: This is a powerful spell but a brittle one. Those under its influence will experience vivid sounds and visions of the caster's choosing, but as soon as these are doubted the spell is cancelled. At least some basic intelligence must be present for the spell to be effective, though no more than you'd find in a mouse.
(Turn to 140)
GOOD
Kindness: A versatile spell with varying effects. It may be used to heal injuries but it may also give knowledge or even create a physical gift for the receiver. The only certainty is that it will be of benefit to them. (Turn to 20)
Growth: Gives a boost to any plant (or a few plants) on which it is cast, making it grow, flower or fruit depending on the circumstances. (Turn to 65)
HEH HEH HEH
Wither: A large amount of plant matter can be killed or stunted with this spell - enough for one medium-sized tree for example. (Turn to 25)
Curse: A powerful and dangerous spell, which summons malice from sources unknown and for a moment gives it physical expression at the person (it must be a being of higher intelligence) chosen by the caster. The effect is unpredictable but often devastating, yet the harm may touch the caster too…
(Turn to 69)
Unlike the ring, you may cast a spell whenever you think using the magic would help and you have the spell necessary make a note of the paragraph you're on and turn to the number listed here.
If you are given a number to go on to, then delete the spell (or ring charge) and proceed. Otherwise return to the paragraph you came from without deleting the spell. You may still need to make use of the noted paragraph even if you continue. This does not apply to the Health and Fortune spells.
You may not cast spells during combat or directly under attack. Once you turn to any paragraph including a battle it is too late to cast one, unless you have just arrived at a location and are given no option before fighting. On occasion you may be able to cast a spell after completing a combat
NEUTRAL
Health: This spell has a powerful restorative effect on the caster. It restores up to 6 STAMINA points and 1 SKILL point lost through injury.
Fortune: This spell appeases the Fates and restores up to 4 LUCK points.
Fire: The heat and light of a small campfire arises at a place of the caster's choosing. After that its effects are that of natural fire. (Turn to 42)
Ice: A deep midwinter chill is summoned to a place of the caster's choosing. It is potent enough to freeze a horse's drinking trough solid, but less effective without water present. (Turn to 85)
Illusion: This is a powerful spell but a brittle one. Those under its influence will experience vivid sounds and visions of the caster's choosing, but as soon as these are doubted the spell is cancelled. At least some basic intelligence must be present for the spell to be effective, though no more than you'd find in a mouse.
(Turn to 140)
GOOD
Kindness: A versatile spell with varying effects. It may be used to heal injuries but it may also give knowledge or even create a physical gift for the receiver. The only certainty is that it will be of benefit to them. (Turn to 20)
Growth: Gives a boost to any plant (or a few plants) on which it is cast, making it grow, flower or fruit depending on the circumstances. (Turn to 65)
HEH HEH HEH
Wither: A large amount of plant matter can be killed or stunted with this spell - enough for one medium-sized tree for example. (Turn to 25)
Curse: A powerful and dangerous spell, which summons malice from sources unknown and for a moment gives it physical expression at the person (it must be a being of higher intelligence) chosen by the caster. The effect is unpredictable but often devastating, yet the harm may touch the caster too…
(Turn to 69)
Introduction
You're no fool – contrary to what you've frequently been told. So you've never considered entering the foul place known as Murderous Mire. Your adventuring tutor was really quite emphatic on the subject:
One does not simply walk into Murderous Mire
Its squelchy recesses are guarded by more than gnats
You'll never get any shut-eye there
It's a place full of weirdos and creepy-crawlies
The air you breathe stinks and the signposting is a disgrace
A man could ruin 10,000 boots by entering the place
Don't even think about it, you idiot.
But now you have a magic ring gained by punching a witch really hard. It gives you the sense of where North is as reliably a migrating bird – never have you felt more like a pigeon. You reckon this will fix the signpost issue.
Besides, under duress the witch told you that the ring may tell you whether or not the person you're talking to is good or evil, if you consult it, by growing cold or hot respectively. However it can only do so a certain number of times before it must be left in the ground for a week to recharge. You tested this out by asking it about the witch, and your finger nearly froze off, which made you feel a bit bad – but not bad enough to give the ring back. Anyway it has three charges remaining.
Turn to 1
1.
You stroll into Scumtown-upon-Mire with a certain swagger. Surely there will be many folk here queueing up to hire a warrior happy to brave the mire? Well it turns out that there are two. A woman with her nipple hanging out tells you of a mysterious character named Shadechukker, who lives in a dingy, yet grand house near the outskirts of the town. A short man invades your personal space and then shouts at you about a man named Smilemister who lives in a multi-coloured house nearby, from which he passes out free soft toys to children.
Will you visit…
Shadechukker? Turn to 6.
Smilemister? Turn to 117.
2
You find yourself spelling out to the Mistress of Birds exactly what you are doing in the mire. Her expression doesn't change, but all around you there is the sound in the background of tense, unfriendly squawks and hisses. At length she shakes her head.
"I wonder whether you were wise to take this quest, warrior. Those who hunger for endless power rarely deal fairly with those who do not have it, and none of us of enchanted means will hand over our charms without a fight. Nevertheless it might not be wise to return empty-handed.
"I do not wish to know if you have already acquired any amulets from my brother wizards. I shall tell you of them anyway: To the east is a wizard who is the master of small creatures. He is neither a man of kindness nor malice yet he is honourable. It would be wrong of you to harm him, and he is powerful enough that you are unlikely to do so with any ease. He may be able to help you but will not give his help freely. To the far north is a wizard of leaves and fruits. I know less of him, but the north sends tales of fear and pain."
She pauses, and then adds:
"Perhaps you should take Eric with you." So saying she sweeps her arm round to some of the crowding birds. You look up, scanning the muscular-necked giants towards the back and are disappointed when one of the smooth, black-backed creatures, a head shorter than you, shuffles slowly forward, clutching a hand-axe awkwardly between its flippers.
Note ERIC THE PENGUIN's stats of SKILL 5 STAMINA 5 on your adventure sheet. He will follow you silently at his own pace and will not become involved at all unless you ask him to join you in a battle. Nevertheless he will find a way to follow you eventually no matter how hard the going is.
Now will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
(If your spell gem pouch was removed from your waist, you have reattached it.)
3
You wish to defeat the Master of Gardens but whilst he is surrounded by bushes – which he can no doubt control – he will be protected.
You run to the attack, holding your sword high in one hand and clutching the little gem in the other. The two bushes, standing like guards directly between you, collapse and you force your way between them. The wizard's eyes widen in shock, but he immediately raises his staff and snarls at you. The stout weapon is clearly still a living piece of wood and it twitches in his hand like a cobra.
MASTER OF GARDENS SKILL 10 STAMINA 9
Whilst you are fighting you hear and see the bushes all around you shift and start to close in. If you are still fighting after five rounds turn to 86
If you win, the wizard topples backwards clutching at the great slash you've struck across his chest and his amulet goes flying over the top of his head. You scamper forward to retrieve it.
Turn to 76.
4
Your Fire spell causes the beast's back to catch light, but it attacks you just the same. Return to 165 to fight, deducting 2 STAMINA points from the beast. You may also ignore the Attack Strength penalties as the fire give you something interesting to focus on.
5
Smilemister leaps for joy when you present him with the herb, landing with a floor-shaking thump and scattering dried mud about the place.
"You found it! You found it!" he cries, "and wow, this is really good stuff too. Now, about your reward… oh yes!"
Smilemister plunges into a pile of sacks of vegetables and hoicks out a heavy sack which turns out not to contain vegetables but many hefty gold nuggets.
"I like to turn stones into gold in my spare time" he explains, with a wave of his hands. He looks thoughtful. "Perhaps you'd better not mention that to people. Now, to more important matters!"
Smilemister cooks the two of you an enormous meal. A meat and vegetable pie with ale, some cakes made with the herb itself, and many fruit pies. You feel a special sense of warm, calming wellbeing when you eat the cakes and you talk long into the night with Smilemister about many things. For example about how weird it would be if when you buried the dead they sprouted like seeds and you got people trees, and how when you lie on your back, trousers are sort of like chimneys for your legs.
You laugh more and eat more pie than you ever thought possible. You have a feeling of joy in your heart not just because of your new riches but also because you have done much to bring peace upon the world.
6
Shadechukker's house is down a winding path to the East of the town. The weather here seems colder, somehow. The house is indeed very large and impressive, though unwelcoming. Before you have a chance to knock at the great wooden doors they swing slowly open ahead of you.
Shadechukker is already waiting for you behind them. He is an imposing figure, standing tall and slim in an ankle-length dark grey robe. He holds his head high and watches you impassively as you enter.
"So, you are a warrior in search of some quest to lend meaning to your travels?" Shadechukker inquires in a soft but authoritative voice. You nod briefly – he clearly knows the answer to his question already.
"But what makes you think that you are up to the challenge that I will set you? Few have wandered into the mire and lived to tell the tale, even without a dangerous task."
Will you reply…
"I have a magic ring which tells me of paths and character"? turn to 28
"My wits and sword will be equal to any challenge"? turn to 59
"My reasons for confidence are my own"? turn to 89
7
The gleaming red gem somehow feels like the perfect counter to the threatening dull green 'eyes' of the mace trees.
As soon as you cast the spell, the nearest tree shudders. The swinging branches slow and then seize up completely, its eyes turn brown and sink back and the trunk thuds to the ground for the last time. After a few moments a cascade of brightly coloured leaves spills from above, then the tree leans back and topples down with a thud, snapping roots and branches as it lands.
All around you the branches of the other trees droop, their eyes tighten into slits and their roots work their way back into the ground. They appear just like ordinary trees now except even more still, not even shifting in the breeze which affects the other plants. You sense fear all around you.
Will you head…
North-East? Turn to 119
East? Turn to 149
South-East? Turn to 56
8
The Master of Bugs watches you intently as you take the green spell gem out and watch it turn to a trickle of water between your fingers. Even the buzzing of the insects sounds suspicious. Then a great barrel appears in front of you, filled to the brim with thick, brown molasses.
The Master of Bugs' expression softens and the hum around you seems to become more relaxed. He rubs his hands then touches his amulet and a few flies and wasps settle to taste. At length he nods with satisfaction and addresses you warmly for the first time.
"Thank you warrior, that is a highly acceptable gift. Let me see if I can return the favour. The plant you seek lies to the North by North-West of here. It is in the realm of the Master of Gardens and if you go too far North you may encounter him, which would be best avoided. The whole area is littered with his twisted and dangerous creations, even the clearing in which you will find your prize.
"There is no direct route to the clearing - unless you are prepared to put your trust in my abilities...?"
If you agree to whatever he is suggesting, turn to 73. If you refuse, he is not offended but simply exits the clearing, followed by most of the insects and other creepy-crawlies. To your astonishment, the barrel glides slowly after him! On looking more closely, you realise that many thousands of ants have combined their strengths to lift it.
Will you head...
North by North-East? (Turn to 56.)
West by South-West? (Turn to 29.)
South by South-West? (Turn to 161.)
9
You mention the good wizard Smilemister and the good he hopes to do with the herb. You begin to describe it in painstaking detail, but the Master of Bugs cuts you off.
"Yes, yes I have heard of this plant. My servants lend me more eyes than you could possibly imagine."
You wait eagerly for him to direct you, but only silence follows. After a pause he adds:
"You have my leave to continue your search."
Plainly he is not going to give you any information for free! But you have little to offer him - surely it would be insulting to present a wizard with spell gems. If you have no better ideas you must head on your way.
Will you head...
North by North-East? (Turn to 56.)
West by South-West? (Turn to 29.)
South by South-West? (Turn to 161.)
10
The instant you open the bag just a fraction it erupts and a rush of black things hurtles towards your face! The bag contained dozens of huge black flying beetles with sharp horns, and all of them are now jabbing at you.
Do you have the Master of Bugs' amulet? If so, you instinctively clutch it and whilst the beetles swirl alarmingly round your head they do not touch you.
If not, roll two dice, deduct two from that total and deduct that number from your STAMINA. If you survive, you wipe the blood from your eyes and draw your sword.
Turn to 93.
11
Even as the tree first twitched in the ground, something made you grab at the amulet around your neck. Immediately you get a sense of the tree as a whole and a measure of control. With an effort directed through your outstretched arm you deflect it so that it lands heavily just behind you.
Shadechukker is startled at your abilities, but quickly reacts by dragging the tree back to him. He hefts the whole thing above his head, straining to do so.
Turn to 50 to fight.
12
The Pool Beast's tentacles reach greedily for you…
It is not especially quick but its size and the toughness of its skin make it a formidable opponent
POOL BEAST SKILL 7 STAMINA 14
If you win, turn to 129.
13
As you reenter the clearing you can already smell the vast decaying corpse. As you pass through, you notice out of the corner of your eye that the remains are moving!
You edge a little closer to the corpse - and suddenly its torso shakes and a hefty beast leaps out! A GREAT WOLF has been feasting on the giant's innards and now you have startled it, it will defend its prize…
GREAT WOLF SKILL 8 STAMINA 8
After three rounds you may escape with the loss of a further 2 STAMINA points.
If you survive, will you go…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
14
So you have slain the Master of Gardens – but his revenge will be swift. The grass beneath your boots wraps round them, preventing you from running and then suddenly there are vines wrapping around your arms and legs holding you tight.
You see a long shadow cast over you and turn just in time to see a tall, thick tree fall or dive onto you, crushing you in an instant.
15
You take a moment to consult the ring with your mind. Immediately you shiver as it sends a chill up your arm. The Mistress of Flightless Birds is far too good a person to be in the mire.
Return to the paragraph you came from.
16
(This is the way into/out of the mire - if you've been here before turn to 133)
The entrance to the mire smells truly foul – something between an open sewer and a neglected corpse. It takes a while for the nausea to subside and you feel lucky that nothing attacks you before it does, though flying insects the size of your fist take an unwelcome interest.
The bushes are thick and spiky alongside the path. Even if you wanted to leave the way it would be simply impossible for you to hack your way through.
To start with you face no significant perils. For obvious reasons you walk briskly past a hollow tree which is making animal noises, and get past a particularly soft bit of the path because any idiot could do that.
The path divides to give you your first real decision to make. Will you go…
North-West? Turn to 21.
North-East? Turn to 161.
17
With a desperate, leaping, upward lunge you drive your sword up under the giant's ribcage and the tip seems to reach his heart as he blanches, gapes and topples backwards. The impact of his fall knocks you off your feet too, and you take the opportunity to recover your breath.
After a while you pick yourself up, retrieve and clean your sword, and go through the giant's pockets. The most valuable item is a blue Health gem, and there is also a lump of coloured sugar almost as big as your fist, (it can restore up to 4 STAMINA points, 1 point at a time if preferred). You cannot see anything else worth having.
Will you head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
18
The instant you raise your sword, the picnicker's smile collapses into a snarl. He grabs his iron mace and swings it menacingly.
PICNICKER SKILL 9 STAMINA 8
If you win turn to 158.
19
You sprint into the study just behind Shadechukker, hoping to catch him without weapon or spell readied. As he darts through the door, he cancels the circle of shade on his wrist. There is a long, heavy-looking sword on the far side of the room, and when Shadechukker reaches his hand out in its direction the weapon flies across the room into his hand. He brandishes it easily.
You parry the first, heavy blow but you are startled when the seemingly rigid blade suddenly bends round your sword and jabs at your face like a snake! Shadechukker swings it back and tosses it casually from one hand to the other – as though it weighed no more than a child's toy – and lunges at you once more. You are in for the fight of your life!
SHADECHUKKER SKILL 13 STAMINA 16
The room is quite open save for the large wooden cabinet at its centre from which Shadechukker produced spell gems. That drawer is on the far side. If you wish to dive across there to try the drawer or for a moment's respite, you need to equal or better Shadechukker's Attack Strength two rounds in a row. If you're trying this you may not take deduct any Stamina from him in either round.
If you succeed in doing this, turn to 101.
If you win, Shadechukker seems to crumple into the folds of his robe. Turn to 136.
20
Kindness
If you serve Smilemister and have turned from 32, 45 or 9, turn to 8.
If you serve Shadechukker and have turned from 32, 45 or 70, turn to 126.
If you have turned from 119, turn to 145.
If you have turned from 56, turn to 153.
21
(This is clearing 8. If you've been here before, turn to 83.)
The path in front of you is a particularly bright green. As you walk into the clearing, you realise that this is not merely lush green grass but a broad pool with a thick coating of algae on the top stretching to the edges of the thicket on both sides.
Unwilling to wade in, you stop to consider whether it would be possible to edge round …and suddenly the pool erupts with a ghastly sound as a hideous POOL BEAST looms up in front of you! Taller than a man and twice as wide it has a beak-like mouth, warty skin like a toad and six, thick, muscular tentacles which reach for you…
The beast is almost upon you, but you could try escaping (turn to 41) or fight (turn to 12)
Remember that you may want to cast a spell at this point.
22
Shadechukker opens a box and casually sifts through what appear to be priceless jewels: emeralds, sapphires and rubies, in a variety of shapes.
"These are spell gems of good, neutral and evil types," he explains, "they are really just pieces of ice with a spell trapped within them, but the ice won't absorb heat until the spell is cast so they are a convenient way for a sorcery ignoramus to carry them.
"If you hold one in your hand you can command it with your mind. You may take up to five, no more."
Whilst you make your choices, Shadechukker explains what he wants from you.
"Have you heard of the masters? They are a group of powerful wizards who have settled in the swamp. Doubtless they mean harm to those in the town and beyond. Their limited, but significant, powers are centred in the amulets they wear and it would be much safer for these to be in the hands of someone who can look after such powers safely, namely myself.
"I will pay you 500 gold pieces for each amulet that you bring me. How you acquire them is your business."
Turn to 16.
23
The picnicker's smile fades into a look of bewilderment. He passes his iron mace from one hand to the other, inspecting it with puzzlement. Is it too warm? Or vibrating? You can't tell.
The mace EXPLODES!! You have never seen or heard anything like it. You are flung backwards and gashed by a few stray fragments of metal. Deduct 2 STAMINA points.
If you are alive …you wonder how you can possibly be alive. A greater explosion could not have been made by igniting all the gunpowder in a galley, yet it seems to have been absorbed by the picnicker almost entirely. There are tiny fragments of flesh, no bigger than ants, distributed all round the clearing. You wipe some of them off you.
Turn to 158.
24
You back up and then run full pelt into the mass of vegetation …but you are immediately snagged by pincers on an arm and both legs and you cry out as a frenzied jabbing of stings follows. Ever more pincers latch on and try to pull you down, and you find your muscles become stiff and weak wherever you are stung.
As your head is dragged below the tops of the plants you see bones scattered in the mud for the first time. You are praying for death long before the merciless plants deliver it.
25
Wither
If you turned here from 149, turn to 30.
If you turned here from 67 turn to 152.
If you turned here from 61 or 90 turn to 7.
If you turned here from 135 turn to 84.
If you turned here from 119 or 60 turn to 3.
If you turned here from 120 turn to 106.
26
Whilst you are considering your options in the clearing, you feel a flipper on your arm. Eric gestures at the green circle with his other flipper and shakes his head vigorously. It's the most animated you've seen him since he joined you. You must decide what to do - return to 149.
27
Is the grass now impassable? If so, you must return the way you came.
If it is destroyed you may choose any exit.
If it was merely damaged, it has grown back. Return to 67 and make your choice once again.
North by North-West? (turn to 119)
South by South-West (turn to 56)
West (turn to 149)
28
"Excellent! That is exactly the sort of item that would help an adventurer complete this quest…" exclaims Shadechukker, beaming and clasping his hands together.
Then his expression becomes more thoughtful and he makes several complicated gestures with his hands.
"…but I think I can unite it with someone more capable than you."
There is a brief moment of unimaginable pain as something rends your head in two. You do not even have time to scream.
29
As you stroll down the path the air improves somewhat. That's not saying much – the odours remind you of barns on a farm – but it seems more wholesome than the fetid swamp. This is clearing 4. (If you've been here before turn to 51.) You also see first a few and then many feathers strewn all around, and then a little creature – just a dome with eyes and barely visible limbs or neck, like a fluffy loaf of bread – eyes you quizzically before turning and scurrying back.
The path opens out just as you turn a corner, and you gasp: the clearing is filled with birds of many sizes, some with dazzling colours. There are little ones hugging the ground, some larger ones which are bluer than the sky with a terrifying display of eyes of their tails like bloodbeasts, some smooth black-and-white ones as tall as dwarves standing upright like people. Further back there are more dangerous looking birds: many as tall as you with long legs leading down to hard, clawed feet and long necks leading up to large pointy beaks. Looming in the background is one nearly twice your size!
Yeah, this'll do
All of them lean their heads to one side or the other and share the same quizzical air. The only one who doesn't is not a bird at all, but a woman in remarkably pristine white robes with a calm, perhaps slightly proud expression and her arms raised to her sides like wings. You almost feel as though she is the most likely creature here to take to the air, for this is the MISTRESS OF FLIGHTLESS BIRDS. An amulet appears to be around her neck though it is obscured behind the front of her robe. Have you been told the Mistress will have been warned of your approach? If so, turn to 115 (in this case you do not have time to cast a spell first).
Otherwise…
Will you attack immediately? (turn to 107)
If not and you wish to talk, do you serve Smilemister? (turn to 58 if you've found what you're looking for, 131 if not)
If you serve Shadechukker turn to 2.
Alternatively you may leave and head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
30
Suspecting that there is some sort of plant life in the dark green circle, you clutch the ruby-like Wither spell and gesture at it...
The circle BOILS! You fall back and shield your face as whatever it is spits angrily in all directions! Then, just as suddenly, it is over, and only hot muddy water remains. You test it gingerly with first sword and then boot, but nothing happens and you half-wade, half-jump over the plant and back.
The plant's smell is even stronger up close. It is intoxicating and soothing. You take a long cutting and wrap it up as carefully as you can. Add it to your Adventure Sheet.
You may leave the clearing by one of the three exits:
North? Turn to 119.
East? Turn to 67.
West? Turn to 61.
31
You raise your hands in appeasement. "I am sorry, noble giant" you exclaim, "I meant no disrespect by coming close to your home. I'm certain that my business in the mire will bring you no trouble."
The giant hesitates. He grinds his teeth but you sense that he is having trouble maintaining his anger. Nevertheless, he mutters darkly at you:
"I don't trust you pixie-folk anymore. Not since that creep went through my wife's laundry.
Do you possess a silk slingshot? If so, turn to 144, otherwise turn to 48.
32
It's a long path to the next clearing, and it becomes increasingly overgrown and dark as you near it. You fancy there are extra disturbances in the undergrowth and your flesh creeps as you imagine the creatures in it. This is Clearing 2. (If you've been here before, turn to 100) The air thickens with flies and midges.
You step into the clearing, though it is hardly clear. The ground is covered with beetles, grasshoppers, mantises and other creepy-crawlies whilst the air hums with wasps, bees and butterflies. They seem to fill the entire clearing - except that not a single one has landed upon you. They back away just a few inches from your feet and face as you edge forward. All of them are staring straight at you.
Through the black fog of creatures you can make out a smooth, red and black, shiny rock - roughly three times as long as it is wide at its broadest end. None of the tiny creatures touches it either.
Suddenly it rears up... and a humanoid stands before you. The surface of the rock turns out to be something akin to a rigid cloak, broader than his shoulders and tapering down his back. He has a small, pursed mouth but big glaring eyes and though he is short in stature he emanates power.
This is the MASTER OF BUGS, and he wears a silver amulet in the shape of some many legged creature around his neck. He rubs his hands over one another and then back over his face - all his movements are abrupt and quick - then leans his head to one side and back to upright. He awaits your move.
Will you...
Attack immediately? (Turn to 77.)
Talk to him? (Turn to 118.)
33
Taking no chances with the green circle, you freeze a patch of it solid and suavely glide across to the plant.
The plant's smell is even stronger up close. It is intoxicating and soothing. You take a long cutting and wrap it up as carefully as you can.
You may leave the clearing by one of the three exits:
North? Turn to 119.
East? Turn to 67.
West? Turn to 61.
34
The Picnicker seems unconcerned and waves you off cheerfully as you wander over towards another exit from the clearing.
Suddenly the back of your head explodes with pain! The ground rushes up to meet your face and darkness follows…
Deduct 3 STAMINA points. If you survive you awaken in some pain to find that your ring, spell gems and any amulets you had have gone. There is no trace of the Picnicker. You curse your luck but you can only travel on.
Will you now go:
North by North-East? Turn to 32.
West by South-West? Turn to 21.
South-West? Turn to 133.
35
You see that the movement is due to four fish – each as long as your arm and brownish-grey with large, sharp teeth. They work as a team, aiming to make you their dinner.
You may treat the fish as a single opponent, but unfortunately you must deduct 2 points from your Attack Strength for the length of this battle.
As you flounder about trying to jab with your sword you feel a sudden rush of water beneath you, and Eric spins into view at the speed of a galloping horse! He has abandoned his axe, but his beak is just as sharp and he has a mastery of the currents second only to an elemental as he swings round and hurtles back at the fish…
Fight the battle between yourself and Eric, and the fish. (Remember to roll for which one of you they attack each round.)
CARNIVOROUS FISH SKILL 8 STAMINA 8
ERIC THE PENGUIN SKILL 12 STAMINA 5 (assuming he has lost no STAMINA before now.)
If you win, you clamber out of the trench and again try to press your attack. (If Eric has survived he remains eating a fish at the side of the trench – you are now on your own.) Shadechukker has walked briskly back, and now seems to be dithering about where to go. Perhaps you could decide for him?
Will you try to chase him…
Into his study? Turn to 19.
To a wooded copse at the back of the house? Turn to 121.
36
No part of the giant seems very inflammable. You focus on his shirt just under his chin for maximum distraction, and indeed he gives a yelp of surprise and pain as the flames appear from nowhere. You run forwards whilst he's occupied slapping his chest and jab him in the thigh, but he is not seriously hurt.
GIANT SKILL 10 STAMINA 14
The giant's blows do double damage when they hit you (2 or 6 with a LUCK roll).
If you survive, turn to 17.
37
Did you destroy at least one tree when you were last here? If so, turn to 125
If not, they have regrouped and you must fight them. Turn to 90.
38
In desperation you conjure a fire spell up to burn on Shadechukker's torso. Initially this blooms quite impressively, but the wizard quickly smothers it with his robe and lunges for you with his sword.
Return to 19 to finish the fight, deducting 4 points from Shadechukker's STAMINA.
39
Desperately you flail your sword at one of the roots, severing it, and so survive as the other roots clatter against the ground. You know that you cannot destroy this thing on your own and so run headlong at the Master of Gardens brandishing your sword. Turn to 60.
40
As you cast the spell, Shadechukker is striding round the cabinet with a gleeful expression, magical sword raised to strike once more. But as soon as the gem collapses he is transfixed. You feel waves of heat and cold flow over your skin and you feel certain that you catch glimpses of shadowy figures moving in from the edges of the room towards him.
Shadechukker takes on a golden glow and suddenly you can hear him screaming, though his lips do not move any more than any other part of him and perhaps you can only hear it in your head. Soon he is too bright to look at, like the glare of polished silver catching the midday sun.
Suddenly the mage erupts in a fiery explosion!
You fall back and cower on the floor as an inferno engulfs you …but its touch is nothing more than a warm caress. Indeed as you stand, you find that only a few corners of the room have tiny flames on them, and these go out as soon as you see them. As for Shadechukker, nothing remains except his sword and robe. You go over to look more closely.
Turn to 136.
41
You turn to flee… but immediately regret it as a tentacle wraps firmly round your ankle and begins hauling you back towards the filthy water. The beast intends to eat you and is quite happy for you to drown first.
Test your LUCK. If you are Lucky, you manage to struggle free of the Pool Beast, though not before another tentacle has thumped you hard on the head. Deduct 3 STAMINA points before turning to 12 to fight.
If you are Unlucky, the tentacle successfully drags you back to the water's edge. The bulk of the beast abruptly flops down on you pressing you under the surface. Your last desperate breath fills your lungs with foul liquid mud.
42
Fire
If you turned here from 149, turn to 113.
If you turned here from 56 or 110, turn to 36.
If you turned here from 67, turn to 102.
If you turned here from 32, 166 or 45, turn to 47.
If you turned here from 165, turn to 4.
If you turned here from 101, turn to 38.
If you turned here from 128, 46, 88, 10, 79, 35 or 11, turn to 142.
If you turned here from 61 or 90, turn to 104.
If you turned here from 135, turn to 87.
If you turned here from 119 or 60, turn to 124.
43
You focus on Shadechukker's mind and attempt to conjure up, perhaps a replica of yourself… only to recoil in pain as a fireball explodes in front of your face. Deduct 3 STAMINA points.
"You fool!" screams Shadechukker, shaking his fist at you. "Did you really think I'd be stupid enough to fall for one of my own illusion spells?!"
You have succeeded only in insulting him. If you survive, return to the section you came from.
44
The ring stays cool, almost cold. The giant may be very angry but he has more good in him than evil.
45
The ring remains lukewarm. The Master of Bugs may not be warm or generous but neither is he vicious or treacherous. Will you...
Attack? (Turn to 77.)
Talk to him? (Turn to 118.)
46
You present your amulet(s) to Shadechukker. Cross them off your Adventure Sheet.
You turn your attention to the bag.
Turn to 88.
47
Realising that to defeat the wizard you will have to distract his servants, you summon flames to the ground near to where both of you are standing. This works: some creatures flee the heat, others are fascinated by the light whilst yet others are addled by the smoke.
You step forward and jab your sword at the wizard. He has no weapon as such, but you now see that he has spikes on his wrists which he flicks at you.
MASTER OF BUGS SKILL 6 STAMINA 8
This will be a tricky battle: it is difficult to find the chinks in the master's armour. If you win a round, roll one extra die. Only on a roll of 5 or 6 will you inflict a 2 STAMINA points loss. On 3 or 4 you inflict only 1 point of damage and on 1 or 2, none at all. If you use LUCK to modify the damage, a successful roll adds just 1 point; a failed roll reduces the damage to 0.
You also only get four rounds of combat before the insects and arachnids begin to regroup. On the fifth round you automatically suffer the additional loss of 1 STAMINA point, then 2 on the next, then 3 and so on until one of you is dead.
If you win, turn to 66.
48
The giant stares at you balefully for a while, then slowly turns his gaze toward the ground and looks more sorrowful than angry. Unfortunately you cannot think of a way of helping him. At length he looks at you again.
"I no longer trust your kind, human. It's nothing personal to you but I remain suspicious of you all. Leave with my blessing but do not return."
This is the best bargain you're going to get. Will you head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
49
This feels desperately dangerous. Test your SKILL once and your LUCK twice.
If you pass all of these tests you somehow scramble through the plants without any of the pincers or stings penetrating your clothing. Once you've got your breath back you head for the exit.
If you fail once, several pincers catch your trouser leg and you howl as a few stings sink into your calf. Lose 1 SKILL and 4 STAMINA points.
If you fail two or three times, turn to 24
If you succeed, were you heading…
North by North-West? (turn to 119)
South by South-West (turn to 56)
West (turn to 149)
50
You remain clutching the amulet as Shadechukker brings the tree crashing down upon you. With an effort you bring it to a stop and try to force it back onto him. He resists, and the two of you struggle furiously as if you both had your hands on a quarterstaff. Each time one of you comes close to toppling it over, the other changes the direction they are pushing it in, trying to swing it round in a deadly arc. You lose your footing every time it slams against the ground.
This will not be a long battle. Whenever one of you wins a round, roll two dice and deduct the number from their opponent's STAMINA (half, rounded down or doubled, rounded up with a LUCK roll).
SHADECHUKKER SKILL 9 STAMINA 16
If you win, turn to 136.
51
If this is the first time you've returned to this clearing…
If you attacked the Mistress of Flightless Birds, turn to 52
If not, and you possess the Mistress of Birds' amulet, turn to 99
If not, but you possess the Master of Bugs' amulet, turn to 52
If you possess another amulet or none at all, turn to 112
If this is the second, third, etc time you've returned to this clearing turn to 52.
52
The clearing is now entirely bare, save for a handful of feathers scattered around.
Will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
53
Trusting that anything of this size with eyes and limbs must have some basic intelligence, you call to mind a pack of furry, big-toothed critters of the kind that gnaw down trees to make rivers dams.
The effect is immediate: the trees flail desperately at the scampering irritants, giving you the chance to sprint for the exit of your choice.
Will this be…
North-East? Turn to 119.
East? Turn to 149.
South-East? Turn to 56.
54
There is no sign of the giant this time. Perhaps he has returned home.
Will you go…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
55
You try to press your way through the bushes but they close together, blocking your sword strikes. Suddenly one of them lashes at your hand causing your grip to loosen. At the same moment a lasso of vines drops around your neck, tightens and jerks you up into a tree, cutting off your air and making you drop your weapon.
You keep scrabbling at your throat and kicking at the ground until you pass out, never to reawaken.
56
(This is clearing 1. If you have been here before, turn to 110)
As you move through the trees to the next clearing you feel the ground faintly, then ever more definitely, begin to judder. You rest a hand nervously on the pommel of you sword as you half-walk, half-bounce into the clearing.
The grass in every inch of the large clearing has been pressed flat. The cause is not hard to find: a man nearly twice your height looms above you. He wears simple cotton clothes which have been darned and patched a number of times. His boots are extraordinary, each being made by wrapping about a cow's-worth of leather round and crudely tying it into place with thick cord. His hair is like flaming gold, but his expression is dark as he glares at you. His torso looks as solid as a stone wall.
"Ho! Dwarf! What do you think you are doing here on my patch? Take your pin and pack and scuttle back the way you came!"
You glance to the East to see what the giant's 'patch' involves. There is a house the size of a palace but made of simple whitewashed stone and divided into just two storeys. A great oak tree grows from a huge flowerpot.
The giant is not amused by your momentary hesitation. He picks up a broken tree trunk as tall and broad as you, and brandishes it at you with great dexterity.
If you turn and flee back in the direction you came from, the giant will not pursue you.
South by South-West, turn to 32
West by North-West, turn to 61
North by North-East, turn to 67
If you wish to dash past the giant to another exit, turn to 94.
If you wish to dash past the giant towards the huge stone house, turn to 105.
If you wish to attempt to talk with the giant, turn to 31.
If you attack, turn to 130.
57
You summon up an illusion, but find it difficult to imagine what the Pool Beast would be scared of or distracted by. In desperation you create the image of an identical Beast rearing up in front of it. Baffled, it attacks it's double immediately, and you just have enough time to get one good unopposed slash in before it is dispelled. The creature howls and retaliates:
POOL BEAST SKILL 7 STAMINA 10
If you win, turn to 129.
58
The Mistress of Flightless Birds nods as you explain you are on a mission for the good wizard Smilemister and you have what you need. "Just continue South then." she says simply, "You are nearly at the end of your quest."
She pauses, and then adds:
"Perhaps you should take Eric with you." So saying she sweeps her arm round to some of the crowding birds. You look up, scanning the muscular-necked giants towards the back and are disappointed when one of the smooth, black-backed creatures, a head shorter than you, shuffles slowly forward, clutching a hand-axe awkwardly between its flippers.
Note ERIC THE PENGUIN's stats of SKILL 5 STAMINA 5 on your adventure sheet. He will follow you silently at his own pace and will not become involved at all unless you ask him to join you in a battle. Nevertheless he will find a way to follow you eventually no matter how hard the going is.
Now will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
59
Shadechukker snorts.
"Are they indeed? Well we can easily put that to the test."
So saying, he points at a small hole at the base of the wall. After a few seconds a rat crawls through – or rather it is pulled through against it's will as it scrabbles backwards, trying to retreat into the hole.
The wizard snaps the fingers of his other hand, and suddenly the rat flicks its eyes in your direction. Now it bares its teeth and scrabbles towards you! But it is still held back by the same magic as it strains and rears up.
"One more thing" adds Shadechukker. He makes some complicated gestures …and you feel your hair stand on end as the rat grows to twenty or thirty times its original size – the size of a small bear. Its gnawing teeth now look like they could break your arm.
"If you survive, I will have some gifts for you in my study." the wizard says, cordially enough. He walks the few paces to a door, waving his arm to release the rat before closing it behind him. The rat shambles towards you…
GIANT RAT SKILL 8 STAMINA 10
Whenever the creature hits you, roll an extra die. On a roll of 5 or 6 it has sunk its foul teeth into you, poisoning your blood. Deduct an additional 2 STAMINA points and a SKILL point each time.
If you win, you may join Shadechukker in his study (turn to 22)
Alternatively, you may feel this is an excellent time to reconsider your options and visit Smilemister (turn to 117)
60
You raise your sword and run to attack the wizard, but the bushes lift and unfurl their branches like fists spreading their fingers out to join in a thin fence. Before you can attempt to scramble over or hack your way through, a tree somehow shifts round a few paces towards you and begins clumsily raining down blows from its branches on one side and then the other in turn.
To make matters worse, the grass beneath your feet suddenly grows longer and tries to knit itself over your boots. After every second round deduct an additional point from your Attack Strength until the end of the battle.
FLAILING TREE SKILL 5 STAMINA 10
If you win, there may be time for you to cast a spell before pressing your attack.
Otherwise, turn to 55.
61
Along the path there seem to be an increasing number of saplings, all apparently of the same type, so much so that you fear the way may become impassable. In fact the number of trees settles at a constant rate – they merely become older and wider. You begin to hear a series of dull thuds with the ground trembling on each. (This is clearing 9. Been here before? Turn to 37)
As your turn the corner you see why: half a dozen trees are eerily shifting from side to side. They are thick-trunked, but the branches are not much thicker than your arm and whippy. Each ends in a spiked ball of wood the size of a man's head, which is swung back and forth menacingly. The movement is allowed by strong roots which are mostly pulled out of the ground and which move like and resemble the legs of a spider. After each movement the trunk is dropped with a ground-shaking thud. Most unnerving of all: each tree has a pair of horizontal crevices set with leafy green material which must pass as eyes.
As you move near them, the MACE TREES turn their 'eyes' to you and move to close ranks.
Will you flee? (ONLY the way you came)
North-East? Turn to 119.
East? Turn to 149.
South-East? Turn to 56.
…or fight (turn to 90.)
62
The Mistress of Flightless Birds starts back in shock, barely avoiding your sword as you jab it at her. In an instant there is a storm of hard beaks and feet battering you from all sides. The sorceress calls off the attack almost as soon as it has begun, but by then your skull is cracked and your innards pulverised. Your adventure ends here.
63
Rummaging in your pouch for something to help you as plants close in, you grab the little blue gem and focus immediately on the grass beneath you as it reaches up around your boots. It becomes coated in white and you crunch it underfoot. But vines immediately start to wrap themselves around your wrists and ankles.
Test your LUCK.
If you are Lucky, turn to 97.
If you are Unlucky, turn to 72.
64
You explain that you have found the serrated-leaf herb and are seeking to return to the village.
"Then head south." says the Master bluntly. Before you can speak further he turns and walks away from you and the flying insects close and press you out of his territory in the direction of the southernmost exit. You have no choice in the matter.
Turn to 161.
65
Growth
If you turned here from 149, turn to 75.
If you turned here from 67, turn to 81.
If you turned here from 11, turn to 111.
If you turned here from 61 or 90, turn to 155.
66
At last your sword finds a way through and completely severs the wizard's thin neck. When you retract your bloodied weapon it is if you had performed a grim trick: the amulet is hanging off the blade.
The wasps and hornets around you are still buzzing angrily and looking to attack, but as soon as you take the amulet in your hand you feel a connection with them, and though you lack the skill to control it they become subdued and hold back. Add the amulet to your Adventure Sheet.
Now will you go…
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
67
(This is clearing 3. If you've been here before, turn to 27)
On approaching the next clearing you hear a disturbing clicking/clattering sound, which has grown into a deafening cacophony by the time the path widens out.
The whole area is thickly covered by a sort of weed, blackish-brown in colour and around thigh-high. Every frond branching of the stem ends with a sort of pincer. These sway back and forth, apparently responding to each other's movements in an eerie fashion.
As you watch, a large fly blunders near the edge of the writhing plants and one of the pincers instantly crushes it. The whole plant then stoops to press its remains into churned up soil. The very top of each plant ends in a sort of bulb which is drawn into a thin, sharp point, and the stem coils and flicks it about too.
How will you attempt to deal with this SCORPION GRASS? It is too thick to hack through without getting close to it which seems too risky. At the shortest point it is about three times your height in breadth.
Exit the way you came? Turn back North by North-West (119) or South by South-West (56) or West (149) depending on where you came in.
If you try to run and bound through the plants to reach another exit, turn to 49.
68
Unhurriedly, the Master of Bugs steps back, avoiding your weapon. Three or four more insects bounce off your temple …then one comes screeching in out of left-field and drives its sting into your eye. The pain is so intense that you lose your footing and stumble, screaming into the hornets' nest.
A thousand sharp stings follow. At least the angry wizard is merciful enough to grant you a quick death.
69
If you turned here from 161, 103 or 82, turn to 23.
If you turned here from 32, 166 or 45, turn to 80.
If you turned here from 56 or 110, turn to 157.
If you turned here from 101, turn to 40.
If you turned here from 128, 46, 88, 10, 79, 35 or 11, turn to 142.
If you turned here from 29, turn to 122.
If you turned here from 119, 147 or 60, turn to 135.
70
The Master of Bugs listens in silence as you openly admit your quest to capture the amulets of those like himself. When he does reply he is frosty rather than angry.
"Of course I suspected that this was your reason for coming here. My servants are everywhere, and they had told me of a warrior who had spoken to Shadechukker. As you have confided your quest, I can only assume that you believe me to be too strong for you to take my powers from me. Needless to say: there is nothing that you could offer me in return for this amulet.
"Since you have been straight with me, let me tell you that a female wizard lives two clearings to the west of here and a male wizard to the north, past some deadly plants of his own devising. I may warn the lady of your approach as she is honourable and will return the favour. As to the other I hope that you succeed as he is no friend of mine – but I suspect he will prevail unless you are quick and use your magic resourcefully. One last thing: if you think that Shadechukker will pay you fairly, you are a fool. Farewell!"
With that, the Master of Bugs is gone and with him most of the creatures. Those that remain mill about aimlessly.
Will you head...
North by North-East? (Turn to 56.)
West by South-West? (Turn to 165.)
South by South-West? (Turn to 161.)
71
You defiantly raise your sword and jab it at the thief as best you can. He bares his teeth, spits in your face and brings his mace down towards your head…
PICNICKER SKILL 9 STAMINA 8
Reduce your Attack Strength by 4 points for this battle.
If, somehow, you win, turn to 158.
72
You just aren't quick enough to avoid the vines wrapping around your legs and sword-arm holding you tight.
A long shadow appears over you and you turn just in time to see a tall, thick tree diving onto you, crushing you in an instant.
73
You ask the Master of Bugs how he can help, but he does not answer you. "Try not to flinch." he says, not entirely reassuringly, before holding his amulet tight and closing his eyes.
You do twitch a little as thousands upon thousands of bees settle all over you, covering your hair and clothing. You also notice grasshoppers surrounding the edges of your boots. Suddenly with a tiny jolt you are off the ground and floating gradually higher and higher above the trees to see a view of the mire that no other human has seen before. Even this place looks beautiful from above.
The air is cold on your face up here, but the bees act like thick furs, keeping you warm. You think you glimpse a man almost as tall as the trees in the East and then, further North, the trees seem to be moving in the West.
Slowly, the bees take you lower once more, down into a clearing. They are so gentle that you are not quite certain when you touch the ground. They leave with the quietest hum and for a moment you stand quite still, feeling a sense of perfect calm even amid the brooding evil of the stinking mire. Regain 2 LUCK points.
Turn to 149.
74
The instant that the sole of your boot touches the dark green surface it drops away from you and the next second you are up to your neck in it - sucked down even faster than you could fall. You scream as you feel something burning in through your skin. But you only get to cry out once as the dark green stuff forms flipper-like shapes and slaps down on your hands and face. You sink completely and it rushes in through your mouth, ears, eyes...
The agony is brief. The CARNIVOROUS ALGAE turn your brain to mulch before you have time to drown.
75
Whilst looking distrustfully at the dark green circle, a thought occurs to you. You take out the emerald-like spell gem and focus on the plant with serrated leaves.
Sure enough, as the gem collapses in your hand, you see the plant flourish mightily. One of its shoots extends out over the circle toward you like a man offering to shake hands over a table. You break off a healthy cutting and wrap it carefully.
You may leave the clearing by one of the three exits:
North? Turn to 119.
East? Turn to 67.
West? Turn to 61.
76
Plants around the clearing are still bristling angrily as you scoop up the little silver amulet from the ground, but as soon as you do they seem to quieten. You know immediately that this tiny object with its unremarkable leaf emblem is a thing of great power, even if you do not fully understand how to control it.
Note that from now on if you should wish to cast either a Growth or a Wither spell without using the relevant spell gem, you may Test your LUCK and if successful proceed as if you had cast the spell you chose. (You may only attempt this once per section, but if you fail you may use a spell gem as normal.)
There is a lot of fruit available in the clearing, and although much of it is too ripe to carry away you take the opportunity to eat your fill. It is delicious and nourishing. Restore up to 5 STAMINA points and 1 LUCK point.
Will you head…
South by South-East? Turn to 67.
South-West? 61
Due South? 149
77
You take a stride forward and swing your sword heavily at the Master of Bugs, but he quickly turns his back to the blade which glances harmlessly upwards. The last you see of him is as he turns in no real hurry to exit the clearing. Then everything is black and buzzing as hundreds of angry wasps and hornets dive-bomb your face, trying to sting your eyes. You feel ants, spiders and scorpions swarm up your legs, biting and stinging. There is even the unmistakable sensation of locusts hopping up onto your hands and gnawing at your fingertips.
Howling, you cover your eyes and run headlong for an exit. Roll two dice and deduct that number from your STAMINA.
If you survive, you frantically sweep off the remaining handful of insects and arachnids, and crouch there snivelling and whimpering like a child as you try to nurse a hundred sore patches on your face, arms, chest and buttocks. You press the cold steel of your sword against your skin wherever it is puffy. As you recover, however, you find your flesh has stiffened in some places. Deduct 1 SKILL point.
Which exit did you run for?
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
78
You take a few steps back and sprint towards the edge of the dark green. You must land on the small central patch without either falling short or overbalancing as you land, take a long cutting from the plant and then make a standing jump back.
Test your SKILL twice. If you succeed both times note the serrated-leaf plant on your Adventure Sheet and exit the clearing by one of the three exits:
North? Turn to 119
East? Turn to 67
West? Turn to 61
If you fail either roll, turn to 74.
79
You see that the movement is due to four fish – each as long as your arm and brownish-grey with large, sharp teeth. They work as a team, aiming to make you their dinner.
You may treat them as a single opponent, but unfortunately you must deduct 2 points from your Attack Strength for the length of this battle as you flounder about trying to jab with your sword.
CARNIVOROUS FISH SKILL 8 STAMINA 8
If you survive, you clamber out of the trench and again try to press your attack against Shadechukker. He has walked briskly back, and now seems to be dithering about where to go. Perhaps you could decide for him?
Will you try to chase him…
Into his study? Turn to 19.
To a wooded copse at the back of the house? Turn to 121.
80
The clearing, already starved of light, suddenly grows darker still. Just for a moment you have no idea what is happening and then gasp in shock as a great booted foot the size of a siege tower stamps down from the skies!
You fling yourself away from it but howl in pain as the edge catches your own boot. At the same moment you hear a sickening, deafening crunch as countless creatures are pulverised. The giant leather monstrosity does not lift up again but merely fades from existence.
The clearing is now a sticky, stinking mess of blue and yellow ooze. You pull off your boot and wince as you touch your foot. Two of your toes are broken and your ankle throbs with pain. Deduct 2 SKILL and 5 STAMINA points.
If you choose to do so, you may pick through the acidic slime to find the Master of Bugs' amulet. Add it to your Adventure Sheet.
Will you limp...
North by North-East? (Turn to 56)
West by South-West? (Turn to 29)
South by South-West? (Turn to 161)
81
You hesitate to cast the spell for a moment, but you hope it might move the grass on to a less deadly stage of its life cycle.
Your hopes are not met with success however. The scorpion grass grows yet taller and thicker. It does indeed move on to another stage: seed dispersal. A sort of 'pock!' sound rings out and you see something flung up high into the air and arc down just in front of you. A live scorpion!! Except that the 'legs' quickly reach into the ground and the rest of the body is drawn upwards by the tail.
Still, as more and more seedlings start to be flung up into the air, your only option seems to be to beat a hasty retreat. You *must* leave the way you came. Note that the clearing is now impassable.
Did you come from the…
North by North-West? (turn to 119)
South by South-West (turn to 56)
West (turn to 149)
82
You wince as the ring turns painfully hot! The picnicker is not as friendly as he is pretending to be and you should not trust him in the slightest. Will you
Sit down as he suggests? Turn to 103.
Attack him? Turn to 18.
Thank him, but take your leave? Turn to 34.
83
The remains of the Pool Beast are still here, though it has decomposed noticeably already and from the disturbances in the water you suspect that other creatures are ripping bits of its tough flesh off. With a grimace you leap onto its back once more and scramble to the other side as it shifts unnervingly beneath you.
Turn to
133 if you are heading South-East,
29 if you're heading North by North-West or
161 if you're heading East by North-East.
84
Thinking quickly, you reach into your pouch and grab another red gem, even as a great web of grasses and vines wraps around you. The spell is not powerful enough to destroy every dangerous plant in the clearing of course, but it instantly turns those around you brown, and as brittle as dry straw. Snapping free, you are just in time to sidestep a tree which dives at you.
You scramble to where the amulet landed. Turn to 76.
85
Ice
If you turned here from 21, turn to 160.
If you turned here from 149, turn to 33.
If you turned here from 56 or 110, turn to 91.
If you turned here from 67, turn to 102.
If you turned here from 135, turn to 63.
86
You are just not quick enough. As you lunge forward one more time at the wizard a root slips over your foot and flattens, pinning it to the ground. With perfect timing a noose of thick vines drops neatly around your neck and tightens, whilst others wind round your wrists. The last sight that meets your bulging eyes is the face of the Master of Gardens, who manages to stop panting for long enough to give you a broad, gloating grin before the world goes black.
87
Feeling you need more magic to help you, you manage to cast your fire spell in a circle and stand in the middle of it. The fire wilts the grass within it and creates a barrier which the vines slithering towards you seem reluctant to cross.
One plant however, a peculiar thing the size of a sapling with many dark green leaves, picks its way towards you. It walks with its roots moving like a spider's legs and hops over the flames to confront you. It has three 'heads' or jaw-like constructions of leaves which snap at you in turn.
VENUS MAN-TRAP SKILL 8 STAMINA 8
The plant does no damage if it wins a round. However if it wins two in a row, turn to 92
If you win, you decide to make a dive for the amulet. Turn to 76.
88
Shadechukker presents you with the bag with a flourish. It seems to be about the right size for your reward, but it feels odd in some way.
Will you…
Open it to examine and count the coins? Turn to 10.
Attack Shadechukker? Turn to 93.
89
A look of irritation crackles across Shadechukker's face, but then he pauses and looks thoughtful.
"I suppose that I can tolerate that. The cost to me will be low if you do not return. Let us discuss the matter in my study."
Turn to 22.
90
You must fight three mace trees to reach another exit, and move to positions where you may fight them one at a time.
MACE TREE SKILL 9 STAMINA 6
MACE TREE SKILL 10 STAMINA 4
MACE TREE SKILL 8 STAMINA 7
It is possible to shelter between fights for a few moments – long enough to cast a Health spell for example.
If you win, will you head
North-East? Turn to 119.
East? Turn to 149.
South-East? Turn to 56.
91
"The bigger they come…" you think to yourself, taking out the little sapphire-like gem and striking a defiant stance. As the giant snarls and takes a great stride towards you, you focus on the ground where his foot is about to land…
His front foot skids sharply onward whilst his back foot sticks and he falls in an awkward heap, twisting his back sharply. He howls with pain, and as he is struggling back to his feet you sprint past him and drive your sword into his side. He gingerly places his feet and swings at you.
GIANT SKILL 8 STAMINA 12
The giant's blows do double damage when they hit you (2 or 6 with a LUCK roll).
If you win, turn to 17.
92
The long spiky 'teeth' of one of the plant's snapping 'jaws' snags your sleeve and it uses this to fling another set around your head, enclosing it completely in pouch.
As you struggle to free yourself, great jets of water squirt against your head. This is no ordinary water however, as it robs your eyes of sight, your ears of hearing and even your face of touch. Your brief panic rapidly dims however, as the liquid numbs your brain. You drift into oblivion.
93
You charge at Shadechukker, but at the last instant he steps off the blue carpet and mutters a spell under his breath. Suddenly the carpet is gone and in its place is a long trench filled with water which you cannot prevent yourself falling into.
Worse still, you see movement beneath the surface….
If Eric is with you, turn to 35
If not, turn to 79
(You have no time to cast a spell.)
94
As you dash past him, the giant aims a rather half-hearted kick at you to help you on your way. It still hurts like hell. Deduct 2 STAMINA points.
Were you aiming...
South by South-West? Turn to 32
West by North-West? Turn to 61
North by North-East? Turn to 67
95
You touch your ring and focus on Shadechukker's character, but the ring doesn't respond at all. This seems strange. Return to 6 and make your choice - do not deduct a charge from the ring.
96
Did you leave the Dull Beast sleeping? If so, it has awoken refreshed and you must return to 165 and fight with it.
If it is dead, you may leave:
East by North-East? Turn to 32.
West by South-West? Turn to 29.
97
The vines wrap round your calves and your lesser arm, but you are able to take a swing at the last one with your sword and sever it, before managing to fall out of the path of a toppling tree.
You decide to run to where the amulet landed, but another tree has moved close by and is looking to fling its hard fruits – like balls of hairy wood – at your head.
Test your SKILL three times. Every time you fail, roll another die and deduct that many STAMINA points.
If you survive, turn to 76.
98
As you reach your exit, a very large spider appears from nowhere close to your boot, but you manage to avoid it.
Are you heading…
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
99
You recognise the clearing from which you gained the amulet earlier, but it now seems to be bare …until the thin layer of ground suddenly collapses beneath your feet. Underneath is a deep hole filled with structure of interwoven twigs like a great nest and you find yourself painfully impaled in a dozen places. Deduct 3 STAMINA points.
"I think you've got something that don't belong to you, sunshine"
Although you had seen none of them before, three large birds immediately emerge from the hidden gaps in the dense vegetation and circle you. You think that they may be about to finish you off, but one of them merely snatches the Mistress's amulet from around your neck. It would be absurd to try to resist – the birds would be formidable opponents even if you were not dangling helplessly. They depart as quickly as they arrived.
It takes nearly an hour for you to find a way of extracting the sharp pieces of wood from your legs and clambering out without falling deeper into the trap. You rest for a while, cursing your luck.
Once you have recovered, will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
100
When you last visited the clearing, did you attack the Master of Bugs?
If not, turn to 150.
If you did, do you have the Master of Bugs' amulet?
If you do, turn to 138.
If you don't, turn to 134.
101
You dodge the writhing metal of Shadechukker's sword and dive over the cabinet. You try the drawer …but find it locked.
Return to 19 to finish the fight.
102
Focusing your mind on the thinnest part of the scorpion grass, you aim to destroy a strip of plants in order to create a corridor through them. This is mostly successful, though they remain too close for comfort. You attempt to sprint through, crunching the dead plants along the way.
Test your SKILL. If you succeed you make it through to the other side unscathed. If you fail, several pincers catch your trouser leg and you howl as a few stings sink into your calf. Lose 1 SKILL and 4 STAMINA points.
Make a note that the scorpion grass is damaged and leave the clearing by an exit from which you did not enter.
Would that be…
North by North-West? (turn to 119)
South by South-West? (turn to 56)
West? (turn to 149)
103
Gratefully, you stroll over to the blanket and drop your weight onto it …only to fall into a pit, landing with bone-jarring force! Lose 2 STAMINA points.
The pit is narrow but almost as deep as you are tall, and you cannot quickly clamber out of it. The Picnicker appears above you holding his mace. His smile is broader than ever but now his whole face is a picture of gloating malice.
"That will be a costly mistake, oh mighty warrior." he chuckles, "You now have an unwelcome choice to make. You may either surrender all your belongings to me - at least all that I desire, or I can kill you and take them anyway. What is it to be?"
You snarl at him, but he has a point. You would be at a huge disadvantage if he rained down blows from that mace whilst you cannot swing your sword.
Will you…
Give him whatever he wants? Turn to 127.
Try to fight him off anyway? Turn to 71.
104
One of the 'mace'-heads erupts abruptly into bright yellow flames and a crackling sound quickly follows. The tree it is attached to reacts as if in panic, shaking its branch vigorously before pressing it against the damp ground. The shaking causes a spark to leap from it to a mace-head on the next tree which immediately blooms with flames and that manages to ignite another tree's branch as well. The wooden balls are as clearly as dry as tinder and though the flames are quickly put out a little damage has been done.
Turn (or return) to 90 to fight, deducting 2 STAMINA points from each of the trees.
105
You turn sharply and sprint headlong towards the house. Behind you, you hear the giant roar with unbridled fury and the stomp of a boot taking up a new stance...
...then his cudgel strikes a devastating blow across the back of your head, causing shards of your splintered skull to erupt through your face. The giant returns home ranting to himself leaving your remains to wolves and carrion birds.
106
You have just enough time to grab the red gem as the roots loom over you. In an instant the pale wood darkens, seizes up and breaks open in places with a deafening crackle.
You charge at the Master of Gardens with your sword raised. Turn to 60.
107
You raise your sword and charge at the sorceress, sprinting full pelt in the hope of striking her down before too many of the larger birds become involved in the fight. However she seems quite unperturbed and simply takes a step back, flinging her arms across her face. Immediately you are blinded by a face-full of down and feathers, and the desperate swings of your sword meet nothing. Your foot catches a tree root and you go flying…
Your landing is surprisingly gentle. You flail around frantically, spluttering, as you try to clear your eyes and find your feet before the pecks and kicks begin on your prone body – but they never come.
Sitting up, you realise that you are now quite alone and sitting on a great mound of feathers. Your relief is tinged with a sense of shame as you realise that the Mistress of Birds responded to your attempt to kill her by conjuring up something soft to cushion your fall. Deduct one LUCK point.
After you have retrieved your sword, there is nothing for you to do but leave the clearing.
Will you go…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
108
You scrabble in your pocket and manage to grab the little gem before the giant gets too good a look at you. You imagine yourself at the same height but with the features you had as a youngster. As the blue glint collapses in your fingers you watch the giant's reaction. His features soften.
"Oh! Are you lost, young scamp? I'm sorry I yelled at you, I thought you were one of the little folk - not the little little folk, the stinky ones. Here…", he rummages in his pocket and produces a lump of coloured sugar almost as big as your fist, "take this." (Add the sugar to your Adventure Sheet - it can restore up to 4 STAMINA points, 1 point at a time if preferred.)
"Are you off exploring? I'd keep to the South if I were you - there are some nasty things underfoot to the North - not much fun for you, even with that shiny new pocket knife. There's an even nastier conjuror too."
The giant reaches down and ruffles your hair affectionately with his huge hand. You'd better leave because something breaks the illusion. Will you go…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
109
The ground beneath your feet is slippery mud and you scramble desperately to get out of the way. Test your Luck twice. If you fail either time you are crushed to death.
If you survive, you scramble to your feet and charge at Shadechukker with your sword raised. He has already used his powers to lift the tree which nearly crushed you and is now brandishing it like a sword though his hands are not even close to touching it. He lifts it high above his head and prepares to strike.
Turn to 139 to fight. (You have no time to cast a spell.)
110
Did you leave the giant…
Happy? Turn to 54.
Angry? Turn to 130 (in this case only you may cast a spell).
Dead? Turn to 13.
111
An ingenious thought flashes across your mind. Fumbling for your magical aid with one hand you point at the tree with the other, just as Shadechukker steadies himself to strike at you.
A Growth spell in action
(I know it's barely relevant – I just like it)
Suddenly the bark seems to ripple and branches wind outwards. Within moments the tree doubles its height and breadth. A look of astonishment appears on Shadechukker's face. His eyes bulge as he strains to control the unexpected weight, and he grunts and yelps with effort …then the tree drops straight down upon him with a sickening crunch.
You creep cautiously over to the spot. Most of his robe protrudes from under the thick roots but you cannot see the wizard at all.
Turn to 136.
112
The clearing is now empty, save for a large, pure white egg at its centre.
Do you want to pick it up? If so turn to 154.
If not, will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
113
You decide to take no chances with the mysterious green circle and summon fire to a point where you can cross. The fire hisses, splutters and goes out very quickly, But it has left a patch of brown, solid material which you use as a stepping stone to reach the plant.
The plant's smell is even stronger up close. It is intoxicating and soothing. You take a long cutting and wrap it up as carefully as you can.
You may leave the clearing by one of the three exits:
North? Turn to 119.
East? Turn to 67.
West? Turn to 61.
114
You are just not quick enough… the thick roots club you down to the ground and then drive their spiky tips through you, killing you instantly. You are not the first or the last wanderer to feed this tree.
115
You have only taken a few paces into the clearing, concentrating on the sorceress's face, when a large bird hops in front of you and delivers a stiff kick just under your sternum. The injury is no more than a good bruise (deduct 1 STAMINA point) but it leaves you in a heap on the ground, struggling for every breath. You are not quick enough to react when the same bird grabs your pouch of spell gems off your belt and holds it high, out of reach.
The Mistress paces deliberately over to you. She is frowning, though without obvious anger. Your sword is still within reach.
Will you attack (turn to 62) or try to explain yourself (turn to 2)?
116
Ring
If you turned here from 6, turn to 95.
If you turned here from 161, turn to 82.
If you turned here from 32, turn to 45.
If you turned here from 56, turn to 44.
If you turned here from 29, turn to 15.
If you turned here from 119, turn to 147.
If you turned here from 162, turn to 167.
117
Smilemister's house is impossible to miss, as it is so gaudy that it is visible from almost any distance. You wonder if you'd be able to see it even through other houses. As you stride up the long path to his rather battered door you see that many strange and beautiful plants are growing vigorously, even though no attempt has been made to remove weeds from all around.
The instant your first knock lands the door is flung inward and you are greatly startled by a figure lunging forward and winding you with a bear hug. Your feet do not touch the ground as you are whisked inside and plonked in a throne-like chair next to a tankard of ale and a big slice of pie, which your host gestures enthusiastically that you should eat (restore 2 STAMINA points if needed).
Smilemister is a shortish, plumpish man with big, wandering eyes and a broad grin with teeth all over the place. His clothes are a bizarre muddle of cotton and wool with patches of silk. One leg is mysteriously coated in thick mud up to the knee, but even through this you can see that his boots do not match. He views you with satisfaction.
"So! You have come to help me with my little problem have you? Wonderful! And I can see that you are the one for the task – strong, agile and wily too I can tell. But tell me, what gave you the extra boldness to want to brave the mire?"
You had planned to keep the ring a secret, but your guard is down and you tell Smilemister all about it. You even find yourself apologising for the way you treated the witch. He tries to look disapproving but it is quickly swallowed up in his enthusiasm.
"We really must find a way to see right by her. But how fantastic that you have such an object! Yet you will need more magic for the task I need your help with."
Smilemister rummages around and produces a box which appears to contain emeralds and sapphires.
"What I need from you is a sample of a certain herb, believed to be found in the mire. It has serrated leaves which I have sketched for you, and a smell that is unlike anything else. It has great powers to soothe those who are quick to anger and may be used to bring peace to warring tribes. I will dream up a reward suitable for such a great task, but I know that that is not why you are doing this.
"On your way you may need to use these gems in which are trapped spells of good or neutral kinds. I'm afraid I keep no evil spells. Hold one in your hand and command the spell with your mind – the gem will then melt away. Please take no more than five as they are difficult to make or come by."
Choose your five spell gems and turn to 16.
118
If you serve Smilemister and have yet to find what you are looking for, turn to 9
If you serve Smilemister and have found what you are looking for, turn to 64
If you serve Shadechukker, will you tell the Master of Bugs the truth about your quest? (Turn to 70.) Or will you lie about it? (Turn to 137.)
119
As you approach the next clearing (10 - if you've been here before turn to 164), you feel the grass becoming thicker and richer beneath your feet. The bushes alongside the paths, always too thick to be passable, are denser and the colours seem healthier and more pleasing to the eye. Even the thick stench of the mire eases off, apparently mopped up by the flourishing plants. Before entering the clearing you take a few deep breaths. Regain 1 STAMINA and 1 LUCK point.
The clearing itself is especially sumptuous, packed with tall stemmed plants, round bushes and tall trees. Deep greens are punctuated by flowers of blue and pink and gold. Soft, tempting fruits hang near to you. Despite the beauty there is a slightly eerie feeling to the glade as all the plants sway slightly as if in a breeze – but there is no breeze, nor are they even swaying to the same rhythm.
At the centre of it all, a man dressed in simple clothes rests on a wooden staff amidst a rough circle of bushes and regards you impassively. He bears an amulet of some kind around his neck. This is the MASTER OF GARDENS.
Will you…
Talk to him? Turn to 120.
Attack him? Turn to 60.
120
You begin to regale your host with praise for his many beautiful and sweet-scented creations, but quickly get the impression that he is not interested in what you are saying. Then you catch a glimpse of something out of the corner of your eye…
A tree root from the edge of the clearing is extending and growing towards you, breaking through the surface of the ground, zig-zagging and forking like lightning and only a fraction slower. As you watch, almost mesmerised, it erupts from the ground reaching over you like a gigantic set of claws!
Test your SKILL.
If you succeed, turn to 39.
If you fail, turn to 114.
121
You chase Shadechukker in such a way as to press him towards the back door. He makes no attempt to avoid this and simply strides a dozen paces out before swinging round to confront you, wearing a malicious grin.
He flings his hands to his right and drags them back with a grunt of effort. A tree to your left, not full grown but twice your height, topples down onto you!
There is no time to cast a spell. Do you have the Master of Gardens' amulet?
If so, turn to 11.
If not, turn to 109.
122
The little red gem seems to gleam like a malevolent eye as you take it from your pouch. You concentrate on the Mistress and the gem collapses in your hand.
Immediately there is a deafening sound of cracking and gurgling. A great split opens up in front of the sorceress and the thickest, blackest oil you have ever seen erupts from the ground and spreads in all directions. It flows over the Mistress of Flightless Birds' feet, then those of the nearest companions …and then over yours too.
The level rises quite quickly and before you have time to react you are knee-deep in oil so thick that you can barely lift your foot to take a step. The clearing is filled with squawks and shrieks…
Then the oil is suddenly sucked back down the crack, sweeping you and all the other creatures off your feet. You struggle desperately to stay above ground but are helpless like the rest. You are sucked under, and suffer the horror of feeling your lungs fill with oil in the pitch black before the ground closes and you are crushed.
123
You step in through the wooden doors and find Shadechukker several paces in front of you. His face bears an expression of absolute fury.
"I told you to fetch me the wizards' amulets!" he screams, "and you dare to return without a single one??!"
As he says this he raises both arms and then points at you with one. A bolt of black lightning bounces round the ceiling and then stabs down at you. Your agony is brief.
124
You wish to defeat the Master of Gardens but whilst he is surrounded by bushes – which he can no doubt control – he will be protected.
Clutching the little blue gem, you focus on one of the bushes and sprint towards it as it erupts into flames.
The burning bush is in no mood to let you slip by however, and thrashes at you in an uncoordinated fashion.
Roll two dice. If the total is less than your SKILL you dodge the bush and confront the wizard immediately.
If not, deduct 2 STAMINA points as the bush lashes you with a burning branch and note that an Attack Round has passed.
Repeat the roll one more time. Failure brings the same consequences.
(You can pass the bush automatically on the third attempt.)
The wizard raises his staff and snarls at you. The thick stave is clearly still a living piece of wood and it twitches in his hand like a cobra.
MASTER OF GARDENS SKILL 10 STAMINA 9
Whilst you are fighting you hear and see the bushes all around you shift and start to close in. If you are still fighting after five rounds (including any lost against the bush) turn to 86
If you win, the wizard topples backwards clutching at the great slash you've struck across his chest and his amulet goes flying over the top of his head. You scamper forward to retrieve it.
Turn to 76.
125
The remaining trees seem to recognise you. Slowly but surely the glade opens out as they creep to the sides to allow you to pass.
Will you head…
North-East? Turn to 119.
East? Turn to 149.
South-East? Turn to 56.
126
The Master of Bugs watches you intently as you take the green spell gem out and watch it turn to a trickle of water between your fingers. Even the buzzing of the insects sounds suspicious. Then a great barrel appears in front of you, filled to the brim with thick, brown molasses.
The Master of Bugs' expression softens and the hum around you seems to become more relaxed. He rubs his hands then touches his amulet and a few flies and wasps settle to taste. At length he nods with satisfaction and addresses you warmly for the first time.
"Thank you warrior, that is a highly acceptable gift. Let me see if I can return the favour."
He sits down and begins to speak amicably to you about the mire, and even how you make defeat his fellow wizards.
"I had a strong suspicion before you arrived that you were a warrior sent by Shadechukker to gather yet more magic for himself. My servants lend me more eyes than you could possibly imagine.
"There are two others in this place with powerful amulets: to the west is a sorceress with powers over feathered creatures. She is the weaker of the two but not to be underestimated. I suspect that some form of persuasion or guile may be the only way to win the source of her magic – she will not join battle if she can avoid it.
"To the north – as far as you can go – is a wizard with powers over trees and grasses. He is nothing like the sorceress. Do not waste time talking to him – those who enter his domain do not leave with his blessing.
"Shadechukker is unlikely to pay you however many amulets you return with. You may have been unwise to agree to the task he set you, but once you have entered a wizard's employment you cannot leave any time you choose.
"The route to the north may drain you. If you put your trust in my magic I might be able to help…?"
If you agree to whatever he is suggesting, turn to 73. If you refuse, he is not offended but simply exits the clearing, followed by most of the insects and other creepy-crawlies. To your astonishment, the barrel glides slowly after him! On looking more closely, you realise that many thousands of ants have combined their strengths to lift it.
Will you head...
North by North-East? (Turn to 56.)
West by South-West? (Turn to 29.)
South by South-West? (Turn to 161.)
127
It is like fire on your skin handing over your valuables to this scumbag without a fight, but it seems to be the only way to stay alive. The only thing to be thankful for is that the gleeful thief doesn't want your sword weighing him down (though he throws it into the bushes so that it will take you time to retrieve it).
He does however want your magic ring, all your spell gems and any amulets you may have on you. Stuffing these into his backpack he sarcastically blows you a kiss and sprints off. Utterly humiliated, you pull your sword free and hack down a young tree with it just to relieve your anger. Lose 2 LUCK points.
Will you now go:
North by North-East? Turn to 32.
West by South-West? Turn to 21.
South-West? Turn to 133.
128
Shadechukker is waiting for you with a difficult to read expression on his face – perhaps slightly playful? He stands at the near end of a length of rich blue carpet which you do not remember from your previous visit, and holds a bulging bag. Glancing briefly at your spell gem pouch, he flicks his left wrist and a translucent circle extends out from it, with dark grey cloud swirling round within it.
"Welcome back, warrior. I believe that you have had a little success, and have your payment ready for you. Please pass across that which is now mine."
Will you…
Pass over the amulet(s) you have? Turn to 46.
Take the bag from him? Turn to 88.
Attack? Turn to 93.
129
The Pool Beast slowly slumps forward into the mud with a gurgling sound. As its contorted face sinks into the mud you notice some kind of shimmering gemstone embedded into the top of its head. It resembles your spell gems but constantly flickers from red to green to blue. You cut it out, and the moment you have it in your hand you know instantly what it is as if it had spoken directly into your mind. It is indeed a spell gem, but one which can be used to cast any one of a range of spells at will (any of those listed).
The sunken monster provides you with another benefit: you can clamber over it without sinking into the pool!
Now where will you go?
North by North-West? Turn to 29.
East by North-East? Turn to 161.
South-East? Turn to 133.
130
The giant nods with satisfaction as he sees you holding your sword ready. He thumps the ground with his great staff, almost knocking you off your feet before snarling and taking a great swing at you. You are in for the fight of your life.
GIANT SKILL 10 STAMINA 18
The giant's blows do double damage when they hit you (2 or 6 with a LUCK roll).
If you survive, turn to 17.
131
You explain to the sorceress all about your quest and describe the plant you seek to her in detail. She listens carefully – and then suddenly she bursts out laughing. "Yes I am familiar with that plant." she says rather knowingly, "It certainly has soothing effects although it can be overused.
"Such a plant is likely to be found in the north – most of the more interesting flora is found in that direction – though you must travel east from here. You may encounter one of my fellow wizards who might be able to help you, but he is unlikely to unless you give him a reason to do so. Be careful how far north you go – you may meet someone you would do better to avoid.
"Perhaps you should take Eric with you." So saying she sweeps her arm round to some of the crowding birds. You look up, scanning the muscular-necked giants towards the back and are disappointed when one of the smooth, black-backed creatures, a head shorter than you, shuffles slowly forward, clutching a hand-axe awkwardly between its flippers.
Note ERIC THE PENGUIN's stats of SKILL 5 STAMINA 5 on your adventure sheet. He will follow you silently at his own pace and will not become involved at all unless you ask him to join you in a battle. Nevertheless he will find a way to follow you eventually no matter how hard the going is.
Now will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
132
The giant frowns. "I do not know this herb." he says, "but there are many strange plants to the north. There is a sorcerer there who makes them or twists them. Mind you don't go too far – you don't want to run into him."
You take your leave of the giant. Now will you head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
133
You realise that the stench of the swamp, which you'd become partially accustomed to, is beginning to ease off. You are on the path back out of the swamp into Scumtown!
Have you successfully completed your mission?
If you serve Smilemister and have successfully found the herb he wanted, turn to 5.
If you serve Shadechukker and wish to leave the mire (regardless of how many amulets you've collected) turn to 162
Alternatively, if you have more business in the mire, you reluctantly turn back and trudge…
North-West? Turn to 21.
North-East? Turn to 161.
134
The clearing is now free of creepy crawlies and you can see the dusty ground with little vegetation properly for the first time. Perhaps because it is unfamiliar, you find yourself staring down at the earth. But there's nothing unusual about it – is there?
Eventually you stop staring and head for an exit.
Test your LUCK
If you are Lucky turn to 98.
If you are Unlucky turn to 146.
135
You have no doubt that the wizard is possessed of great power and only the strongest magic you possess will lend you a chance against him. You hold the little red gem tight and focus on him.
The effect is immediate. The serene expression drops from the Master of Gardens' face and is replaced by one of abject terror, then unbridled rage, then terror once more. The colour of his skin is becoming mottled and it seems to bulge.
He snatches his amulet from around his neck and holds it high. Pointing at you he spits out a dozen words in low, guttural tones – you flinch as though do not know the language the viciousness can only mean a curse of his own – and then flings his amulet hard at the ground between you. Ripples spread from it as though the ground were water, and you hear an ominous bristling from every direction.
You see the Master of Gardens stagger and fall backwards. Before he disappears from view you see a dozen scuttling creatures erupt from his skin, biting at it.
But now you must face your own fate. Turn to 14.
136
When you inspect the wizard's fallen robe you are astonished to find no trace of him within it. You are even more surprised to find that not only does the robe seem to be undamaged, but that it has shed its dark hue and is now a cascade of many colours. You put it on, and feel a sense of a hundred spells jangling at the edge of your mind.
As you stroll back through the house, the walls seem to be shimmering and shifting as if adjusting to its owner's passing. When you open the front door you are surprised once more to find half the village waiting for you. Many seem uncertain whether to stand or kneel.
"Have you slain the wizard, good sir?" one asks. You nod, puzzled, and several of the villagers answer your silent question by pointing up and behind you: the house is now a gleaming, pearly white.
"Shadechukker demanded many things of us all," the young man continues, "and offered nothing in return but to spare us failed crops and burning houses. May we hope that you will treat us a little better?"
So it begins. Over time you become accustomed to the many gifts that the villagers bring, and as you master Shadechukker's magic you find it easy to reward them with health and harvests. The village will be happy and thriving as long as you choose it – though the inhabitants will never stop looking nervously at your home, lest it begin to darken once more.
137
"Greetings noble wizard" you say with a bow whilst trying not to stare at the amulet, "I am a wandering adventurer seeking to test my mettle in the mire until a more worthy quest comes my way. My apologies if I am intruding on your land."
The Master of Bugs pauses, then gives a tiny smile.
"Well met warrior. I have some ideas that might appeal to a wandering adventurer - let us take a moment to relax and discuss them."
He half-turns and takes a few steps to one side, beckoning. You follow him …then something shifts under your foot. Looking down, you see that part of a strip of thick grass has folded back revealing a drop into a nest filled with hundreds of huge hornets!
Looking back up, you see the Master of Bugs is glaring at you with a look of pure rage and holding his amulet in a clenched fist - he clearly knows exactly why you are here. A large insect thumps into the side of your head, then another. He is trying to make them topple you into the hole!
In desperation you take a clumsy swing at him with your sword. Test your LUCK
If you are lucky, turn to 77.
If you are unlucky, turn to 68.
138
The clearing is now free of creepy crawlies and you can see the dusty ground with little vegetation properly for the first time. Perhaps because it is unfamiliar, you find yourself staring down at the earth. But there's nothing unusual about it – is there?
After you have hesitated for long enough to wonder if you are losing your mind, you find yourself idly batting the amulet you found here with your fingers ….and you reel backwards as a startling realisation erupts in your mind! The clearing is not clear of creatures at all: several large spiders have concealed themselves in burrows, camouflaged with a dusting of soil. Now that you know exactly where to look they seem obvious, and you can even see strands of web, similarly disguised, extending from each hiding place.
It takes you some time to pick your way across the clearing without touching them, but you reach your chosen exit safely.
Will you head…
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
139
This will be a desperate fight. Every time the tree swings round you feel it like a gust of wind and whenever strikes the ground you are knocked from your feet. Whenever you lose a round, roll 2 dice and deduct that number from your STAMINA (half, rounded down or doubled, rounded up with a LUCK roll).
SHADECHUKKER SKILL 9 STAMINA 16
If you win, turn to 136.
140
Illusion
If you turned here from 21, turn to 57.
If you turned here from 56, turn to 108.
If you turned here from 161 or 82, turn to 148.
If you turned here from 165, turn to 141.
If you turned here from 128, 46, 88, 10, 79, 35 or 11, turn to 43.
If you turned here from 29 or 15, turn to 151.
If you turned here from 119 or 60, turn to 159.
If you turned here from 61 or 90, turn to 53.
If you turned here from 32 turn to 166.
141
Knowing little and caring less about the beast's tastes and fears, you conjure up a mirror-image of the creature in front of it.
The effect is immediate: the beast takes one look at itself, rolls its eyes back into its head and flops down in a deep slumber. Note that the beast is asleep and take an exit before you join it.
Will that be…
East by North-East? Turn to 32.
West by South-West? Turn to 29.
142
You grasp for the gem and focus on Shadechukker, hoping to strike the decisive blow. But nothing happens except that the swirling 'shield' of shadows gleams gold for a moment before returning to darkness.
Return to the section you came from.
143
Shadechukker starts a bit as the tree he is levitating let's out a loud cracking sound and showers fragments of bark down. He flings it to one side and runs as you give chase, jabbing at him with your sword.
There are a few frantic, comical seconds as he ducks behind a similar tree and you chase him round and round, and the point of your weapon finds him thrice. Then you hear an ominous creaking as the tree begins to lift out of the ground, and you see Shadechukker sprinting away again, half-turned with arm extended towards the tree. As you chase after him with your sword, you are forced to dodge the tree as it swings at you…
Turn to 50 and fight, deducting 6 from Shadechukker's STAMINA.
144
Suddenly a few things fall into place, explaining the giant's anger and the identity of the mysterious object. Producing it carefully and taking care to show the giant you are not handling them too much, you pass over his wife's underwear.
The giant gasps and his eyebrows drift upwards - then they drop again and he eyes you suspiciously. But once you explain about the picnicker and how he met his end, the huge face nods and chews its lip with grim satisfaction.
"Thank you, human, you've restored dignity to my home. This is the last place one expects a good turn from anyone."
A look crosses his face and he starts rummaging through his pockets looking for something worthy of his gratitude. First he fishes out a lump of coloured sugar almost as big as your fist, (it can restore up to 4 STAMINA points, 1 point at a time if preferred), then a little blue gem which the giant mutters vaguely about 'keeping your strength up' (it's a Health gem) and finally a seriously unimpressive piece of flint.
The giant shrugs slightly when you ask about it. "Another human passed it to me long ago – I had forgotten it until now. He called it a 'life-saver' and said it carried a charm that would turn away any blow once." If you lose an attack round, you may cross the life-saver off your possessions and treat the round as though you had drawn it (you had matched attack strengths with your opponent).
Add the items to your Adventure Sheet and regain 1 LUCK point.
If you are still seeking items and wish to ask the giant's advice turn to 132 (if you serve Smilemister) or 156 (if Shadechukker).
Otherwise, you bid the happy giant farewell and head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
145
You try to think about the sorts of things that the creator of this beautiful garden would find useful. You do not have an exact idea what the gem will conjure up, however, and are greatly startled when a great trough of manure shimmers into existence halfway between the two of you.
You glance up at the wizard to see if he has taken this gift as an insult. But he seems calm and is smiling – such a peculiar smile.
"Thank you warrior, such a generous offering is rich food for my creations." He plays with his amulet as he speaks in a lilting tone.
"But perhaps we can make it even richer."
As he says this, two great long vines which had quickly built up behind the trough whip round it and snag around your ankles. The next instant you are hoist upside-down into the air and then slapped face down into the foul contents. You take one last desperate gulp of air before the unthinkably strong vines coil round your neck and shoulders and press you under. It will be weeks before a probing root samples your drowned remains.
146
As you stride across the clearing, suddenly a spider the size of your hand scrambles up your boot and bites your calf. You stagger round, trying to knock it off with the flat of your sword – and then another is biting the back of your other leg.
Losing your footing, you crash to the ground and for an instant see the tripwires of webbing hidden in the dirt which trigger a dozen more spiders to swarm over you. One clambers onto your face and bites you just beneath your eye.
Your thrashing knocks them off you in moments, but the clearing is blurring and darkening. You succumb to the poison. The spiders are dissatisfied with their kill, but will wait for your corpse to attract better prey.
147
You focus on the ring in your mind and then try to link it with the wizard in front of you – only to grimace with pain and clutch at the band of metal with your other hand as a great flash of heat burns your finger. Deduct 1 STAMINA point. Within an instant the heat is gone again. You had better make good use of this painful warning.
148
Working on a hunch, you finger the gem and walk slowly over to the blanket as suggested, but concentrate on the idea of yourself doing so more quickly. You can make out the hazy image of yourself from the back ahead of you, but suppose that the picnicker can see it more clearly (and your real position not at all.)
The picnicker watches intently as 'you' make your way across the clearing. But when 'you' sit down on the blanket he leaps to his feet with a look of astonishment on his face! Clearly there is a booby-trap set for anyone who takes up his friendly offer. He grabs his iron mace and swings it full strength at 'your' head.
As the illusion breaks, you angrily swing your sword at the treacherous dog's chest, landing a heavy blow. He staggers back, then recovers and rejoins battle.
PICNICKER SKILL 9 STAMINA 4
If you win turn to 158.
149
This is clearing 7. (If you've been here before, it is as you left it. If the following description no longer applies, skip over it and select an exit. There is nothing new here.)
The clearing is small, with its only striking feature being a strong scented plant with serrated leaves. It grows from a small patch of ordinary-looking ground surrounded by a broad circle of darker green, perhaps covered with moss or something.
Is Eric with you? If so, turn to 26.
Otherwise, will you leap over the dark circle (turn to 78)? Or walk over it (turn to 74)?
Or you may leave the clearing by one of the three exits:
North? Turn to 119.
East? Turn to 67.
West? Turn to 61.
150
The clearing is empty, and looks very bare without any creatures on the ground or in the air. Will you head…
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
151
You feign that you are heading for the nearest exit, but whilst you wander amongst a few of the birds you pinch the blue gem between finger and thumb and take on the guise of one of the man-sized long-necked creatures. Pacing nonchalantly up behind the Mistress of Birds with your arm raised high and fingertips pressed together to represent a beak, you take hold of the amulet's necklace and begin to draw it up over her head.
The sorceress's severe expression crumples and she giggles as the simple silver emblem of a bird's foot is drawn out from beneath her robe. "Careful with that thing, Titus!" she murmurs as it slides through her hair.
Though your heart is racing you manage to keep your composure and it is only once you have strolled over to an exit that you put on a little speed and scurry away. Add the amulet to your Adventure Sheet.
Did you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
152
This must be the correct spell to use in this situation. Indeed as soon as you cast it a great swathe of the plants shrink and turn brown, and the clicking sounds dwindle to almost nothing.
You stroll through the dying remains of the grass. Those plants which remain seem almost forlorn.
Make a note that the scorpion grass has been destroyed and leave the clearing by the exit from which you did not enter.
Would that be…
North by North-West? (turn to 119)
South by South-West? (turn to 56)
West? (turn to 149)
153
You think that the giant may be friendlier if you show some goodwill. The little green gem conjures up a huge pair of boots – sturdy but shaped as if by the finest craftsman. They are a world away from the giant's crude soil-blockers. He stares at them in amazement, then throws down his weapon and looks terribly ashamed, even wiping his eyes on his sleeve.
"I am so sorry, human. It was wrong of me to judge you by the last of your kind who came by here. This is a wonderful gift."
Whilst trying on his new boots a thought occurs to him. "Take this," he passes you a little blue Health gem, "it's of more use to you than me."
He begins to walk back and forth – gingerly at first but with increasing confidence.
It is obvious that you are free to leave now, but if you are still seeking items and wish to ask the giant's advice turn to 132 (if you serve Smilemister) or 156 (if Shadechukker).
Otherwise, will you head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
154
The egg is warm to the touch, and seems to have a slight golden gleam to it up close. It begins to crack down the middle, but you instinctively keep hold of it. As it opens you find that there is no creature or anything you can see within, but a sense of warmth and wellbeing washes over you. Restore all your stats to their initial levels.
Now will you head…
East by North-East? Turn to 165.
South by South-East? Turn to 21.
155
Uncertain of what effect the spell will have, you cast it with some trepidation.
The result is certainly striking. All the trees nearest you sprout swathes of thick pink blossom. Like floppy-haired children the trees find their vision blocked by their own decorations.
As they frantically try to shake some of the flowers clear, you should decide what to do. If you sprint for an exit you will reach it without difficulty.
If so, will you head…
North-East? Turn to 119.
East? Turn to 149.
South-East? Turn to 56.
If you stay to fight, turn to 90 but deduct 2 SKILL points from each of the trees.
156
The giant frowns. There are a few mages in these parts that might be these masters you seek – perhaps you have encountered one already? To the south is one with powers over tiny creatures; to the north is one who controls grasses and trees. Both are powerful.
You take your leave of the giant. Now will you head…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
157
You snatch at the red gem and then stare at the giant as you hold it. For a moment nothing happens, then to your utter horror the giant's skeleton erupts up and out of his body. The bones become three times taller than you whilst the flesh remains the same size it was before. The giant immediately loses his balance and topples forward onto you! The skull lands heavily on your chest and belly with an ominous crack and a dozen kinds of pain. Teeth pin your legs to the ground. The contents of the skull – blood and pulverised brain – gush out of it pouring over and into your face.
Deduct 8 STAMINA points, 2 SKILL points and 2 LUCK points.
If you survive, you drag yourself out from underneath the monstrosity, haul yourself to your feet and vomit blood - most of it probably not yours. A couple of your ribs are broken, blood seeps through your breeches and every few steps there is a pain which shoots up your insides.
There is no point in searching the giant's remains – you can barely bring yourself to look at them. Once you've recovered as much as you can, will you leave the clearing by heading…
South by South-West? Turn to 32.
West by North-West? Turn to 61.
North by North-East? Turn to 67.
158
The picnicker is no more. For all that you've heard of evil and twisted forms of life in this place there can be few more vicious than him.
Now at least you can search through his belongings which you hope to be full of intriguing and valuable items. For the most part you are disappointed – there is nothing here of magic, gold or jewellery. Presumably his ill-gotten gains are stashed or buried somewhere else, and he only fled into the mire to escape.
There is nothing wrong with the food at least. You eat your fill (restore up to 4 STAMINA points). Then there is the bundle, which has you baffled. It is like a bag, except that as well as the main opening there are two other large holes in it. It seems to be made mostly of silk yet it is somewhat stretchy. Your best guess is that it is a sort of slingshot which could be used by slinging it between two adjacent trees and using the centre line as a pouch to fling rocks. Note the silk slingshot on your Adventure Sheet.
There are three exits from this place. Will you go…
North by North-East? Turn to 32.
West by South-West? Turn to 21.
South-West? Turn to 133.
159
You wish to defeat the Master of Gardens but whilst he is surrounded by bushes – which he can no doubt control – he will be protected.
Uncertain whether the bushes have minds of their own or are entirely under the control of the Master of Gardens, you conjure up the illusion of a swarm of locusts and run in with them. The bushes 'panic' and hop from side to side. You make a guess at where the line is likely to stay thinnest and thunder towards it.
Test your LUCK. If you are unlucky turn to 55; if you are lucky, read on.
The wizard raises his staff and snarls at you. The thick stave is clearly still a living piece of wood and it twitches in his hand like a cobra.
MASTER OF GARDENS SKILL 10 STAMINA 9
Whilst you are fighting you hear and see the bushes all around you shift and start to close in. If you are still fighting after five rounds turn to 86
If you win, the wizard topples backwards clutching at the great slash you've struck across his chest and his amulet goes flying over the top of his head. You scamper forward to retrieve it.
Turn to 76.
160
Noting that the Pool Beast is surrounded by water you scrabble in your pouch for your Ice Spell Gem and focus on a point where most of its tentacles are close together. Its eyes widen in astonishment as three of its limbs are suddenly frozen to each other, and it thrashes around struggling to keep its balance and attack at the same time.
You take advantage and swing a great slash at its underbelly. It howls and retaliates:
POOL BEAST SKILL 5 STAMINA 8
If you win, turn to 129.
161
You trudge along the sticky, smelly path and are surprised to enter a comparatively pleasant glade.
(This is clearing 5, if you've been here before turn to 163.)
A pleasant breeze is sweeping through and taking the worst of the mire's stench with it. At one side of the clearing is a cheerful man sitting on one side of a large blanket, munching away. Alongside him are his backpack, some sort of bundle, an iron mace and bread, cheese, pies and a waterskin. He greets you cordially:
"Well met, good warrior, it is unusual to see one such as yourself walking these paths. Come join me for a little sustenance and give tell of what you've seen and what you seek."
He motions for you to sit down on the other side of the blanket.
Will you…
Sit down as he suggests? Turn to 103.
Attack him? Turn to 18.
Thank him, but take your leave? Turn to 34.
162
You should feel a sense of relief and relaxation as you leave the mire, but instead you feel only tension.
To make matters worse, something seems to be addling your mind. You had intended to stop for a rest at a tavern and think over your return to Shadechukker's house. But instead you find your mind is given over to bouts of daydreaming, and each time you return to full awareness of your surroundings you find that your feet have carried you closer to the mage's dwelling.
There is an eerie sense of familiarity when you find yourself before the great wooden doors as they open without you knocking once again.
Have you gained any amulets?
If you have, turn to 128.
If you have none, turn to 123.
163
The clearing is empty. All traces of the thieving picnicker are now gone.
Will you head
South-West? (Turn to 16.)
West by South-West? (Turn to 21.)
North by North-East? (Turn to 32.)
164
A little rustle runs round the clearing as if the plants recognise you, but nothing further happens. There is nothing to do here so you must leave.
Will you head…
South by South-East? Turn to 67.
South-West? Turn to 61.
Due South? Turn to 149.
165
The path into clearing 6 is unremarkable. (Been here before? Turn to 96) It opens out into an area which is empty save for a few stones. Suddenly you sense movement coming from a pile of rocks at its centre. Unfortunately you struggle to take an interest in this, and are almost startled as the beast rears up in front of you.
The beast has a grey tone, a nondescript shape and at least three legs - you just can't be bothered to count them. Waves of tedium wash over you. You must fight the dreaded DULL BEAST!
DULL BEAST SKILL 7 STAMINA 8
Every second round you must lower your Attack Strength by 1, as the beast is so boring that you struggle to remember to attack it.
If you win, you find nothing of interest in the clearing.
Will you go…
East by North-East? Turn to 32.
West by South-West? Turn to 29.
166
Thinking about how you can get closer to the Master of Bugs – either to attack him or simply to snatch his amulet and run – you feign exiting the clearing by one of the paths but use the little blue gem to change your appearance to one of a swirling column of flying insects.
You edge back towards the wizard, but he is peering suspiciously in your general direction. Clearly he can see that there is something amiss – perhaps because the real insects continue to hold back a few inches from your skin – and he starts to tap his amulet with a finger. This illusion will not hold for long.
Will you attack him now? (Turn to 77.)
Alternatively, you could run for an exit:
South by South-West? Turn to 161.
West by South-West? Turn to 165.
North by North-East? Turn to 56.
167
You focus your mind on Shadechukker – and stifle a yelp as the ring burns your finger. Deduct 1 STAMINA point. You are in grave danger here.
Have you gained any amulets?
If you have, turn to 128.
If you have none, turn to 123.