You have been kidnapped by armed raiders, robbed, beaten and finally dumped in a desolate wilderness. That was your reward for getting involved in a local forgery racket. You're struggling for your life and it looks as if you've got only an hour before your wounds and the cold take their toll. In normal countryside, an hour would be more than adequate to find help, but these are the treacherous Grim Marshes.
Can you escape with your life?
Notes
Published as a type-in game in Computing with the Amstrad, vol. 4, no. 2, February 1988, p. 39.