Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

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Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by deaddmwalking »

Castle of Lost Souls
by Dave Morris & Yve Newham
Back Cover wrote: Beyond the hills and haunted swamps toward the sunset lies the grim castle of the arch-fend Slank. For centuries, this demon has plundered the souls of mortal men, gathering them to his terrible abode to dwell in eternal torment. Now, the secret magic that can destroy Slank is known at last. You agree to undertake this perilous adventure—but can you rid the world of the demons evil shadow, or are you merely destined to become the next of his victims?
Inside Cover wrote: You are a skilled adventurer who has roamed far and wide, always ready to hire your sword for a fistful of gold. In your yearning for constant challenge and the excitement of battle you have fought trolls, orcs, goblins, mad warlocks and many other strange and terrifying opponents. And you have always won, The years of adventure have honed your reflexes and fighting skill so that few men could hope to stand against you in single combat.

But be warned: this adventure is not easy. You are highly unlikely to defeat the evil demon Slank on your first attempt. It may take several attempts, but eventually you will win through to engage the arch-fiend in combat and release the tormented souls he has imprisoned.

And now—the adventure begins...


Introduction

Imagine how it would feel to be Indiana Jones, or Conan the Barbarian, or Luke Skywalker. Rather than merely sitting back and watching somebody else’s adventures, the thrill and danger would be yours to experience at first hand. Only your own skill and daring, and the decisions you made, would stand between you and a hundred hideous deaths.

In the Golden Dragon Gamebooks, you are the hero.

You are a skilled adventurer who has roamed far and wide, always ready to hire your sword for a fistful of gold. In your yearning for constant challenge and the excitement of battle you have fought trolls, orcs, goblins, mad warlocks and many other strange and terrifying opponents. And you have always won. The years of adventure have honed your reflexes and fighting skill so that few men could hope to stand against you in single combat.

To determine just how good an adventurer you are, you must use the dice:

Roll two dice. Add 20 to this number and enter the total in the VIGOUR box on your Character Sheet. This score represents your strength, fitness and general will to survive. Any wounds you take during your quest are subtracted from your VIGOUR score. If it ever reaches zero you are dead.

Roll: 5 (4,1) 25 VIGOUR

Roll one die. Add 3 to the number rolled and enter the total in the PSI box on your Character Sheet. The higher this score, the better you are at resisting spells cast at you and the more sensitive you are to psychic impressions.

Roll: 6 (6) 9 PSI

Roll one die, add 3 and enter the total in the AGILITY box. This score reflects how nimble you are. You will need a high AGIITY to scale walls, leap across chasms, and so on.

Roll: 3 (3) 6 AGILITY


Your Name

Personalize your adventuring persona by thinking of a heroic name. You might call yourself Lucas Starkiller or Sir Bergan the Bold, Lady Angela Centuri or Li Chun the Black Dragon, or any other name you can think of. Imagine what sort of adventurer you are first —- a noble knight, a crafty rogue, a dashing swordsman or a rugged Viking, perhaps — and then choose a name to reflect your personality.

VIGOUR, AGILITY and PSI

Your VIGOUR will change constantly during the adventure — every time you are wounded, in fact. You may acquire healing potions or salves on your quest. These will restore some of the VIGOUR points you have lost owing to wounds — but unless you are told otherwise your VIGOUR score must never exceed its original value. This is your normal score, and you must keep a careful note of it. Your AGILITY and PSI are less likely to change, although this is possible. Spraining your ankle, for example, might reduce your AGILITY by 1 point. A magic helmet might increase your PSI. But, as with VIGOUR, your AGILITY and PSI will never exceed their normal scores unless you are specifically told otherwise.





Combat

During the course of your adventure, you will often come across a monster or human enemy whom you must fight. When this happens, you will be presented with an entry something like this:

107
The Giant tears a branch from a nearby tree and lumbers towards you. There is nowhere to run — you must fight.

GIANT VIGOUR 15

Roll two dice:

Score 2 to 6: You are hit; lose 3 VIGOUR points

Score 7 to 12: The Giant loses 3 VIGOUR points

If you win, turn to 273.

At the start of every combat, you should record your opponent’s VIGOUR score in an empty Encounter Box. You then begin the combat by rolling two dice, and, as indicated in the entry, deducting a number of points from either your own VIGOUR score or that of your opponent. If you and your opponent still have VIGOUR scores of more than 0, you repeat this procedure for successive Combat Rounds, deducting the appropriate VIGOUR points each time, until the VIGOUR score of either you or your enemy is reduced to 0 — indicating death. Keep note of the VIGOUR scores on your Character Sheet and in the Encounter Box.

Escaping From Combat

In some cases you may be engaged in combat and find yourself losing. If given the option, you may FLEE from the combat. Your enemy will, however, attempt to strike a blow at your unguarded back as you turn to run. To represent this, whenever you choose to FLEE you should roll two dice and compare the total to your AGILITY score. If the dice roll exceeds your AGILITY then you have been hit (losing 3 VIGOUR points) as you FLEE. If the dice roll is less than or equal to your AGILITY score, however, you dodge your opponent's parting blow and escape without further injury.

Items

You are certain to come across a number of ITEMS. Some of these may turn out to be useless — or even harmful — but sometimes even the most insignificant-looking acquisition can prove vital to your quest. You should fill in items on your Character Sheet as you acquire them and cross them off as they are discarded or used up. Leaving aside such obvious possessions as your clothing, backpack, etc, which need not be listed, you begin with several important items. These have already been filled in on your Character Sheet:

your sword
a lantern
a tinder-box
30 Gold Pieces
a dagger
bow and seven arrows


The Adventure

You are now almost ready to begin. You will start by reading the BACKGROUND, and then proceed to 1 and thence to further entries according to the decisions you make.

You may find it useful to take notes as you progress through the adventure. When you enter the Castle of Lost Souls, make a map of its rooms and passageways. If you get killed, fill in a new Character Sheet and start again — using your earlier maps and notes to guide you. It may take more than one attempt, but if you persevere you will eventually win through to face the demon in his fortress lair! ,

And now - your adventure begins. . .
Character Sheet
Name:
VIGOUR: 25
PSI: 9
AGILITY: 6
Items:
-Sword
-Tinderbox
-Dagger
-Lantern
-Bow
-Arrows [7]
-This space intentionally left blank
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deaddmwalking
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by deaddmwalking »

BACKGROUND

Lynton is a prosperous market town that has grown rich and fat on its bustling trade. The jewellers and craftsmen of the town are without peer; its cuisine is unsurpassed for many leagues; wealthy patrons ensure a flourishing of the arts. An excellent place to visit, for someone with gold to spend...

You push away your breakfast platter of gruel and glower at your sagging money-pouch. Soon it will be time to move on. Lynton is, you decide, altogether too peaceful —- no one has need of services such as yours.

There is a tall young man crossing the dewsoaked green who shares your despondent mood. ‘By all the Fates!’ he mutters to himself as he passes. ‘Is there no adventurer of true mettle in this wretched town?’ Noting the young man’s fine clothes and rings, you leap up and fall into stride beside him, quickly making an introduction.

He turns and says keenly, ‘I am Jasper, head of the wealthy Faze family since my father’s untimely death some months ago. My brothers and I require a warrior to undertake an extremely dangerous quest. We have sent word far and wide, and many freebooters have applied for the position. In every case, their boastfulness has exceeded their courage and skill. We are on the point of despair, but if you can prove yourself worthy then you stand to profit richly.’

You accompany Jasper to the Faze mansion, an imposing edifice that stands proudly in some thirty acres of grounds. He takes you to meet his four brothers and they waste no time in beginning their stringent tests. You demonstrate your fighting skill using a wooden practice sword, effortlessly flooring Jasper’s ox-like bodyguard. An archery butt is reduced to splintered wood as you send one arrow after another unerringly along the target range. When, blindfolded, you are required to dodge skittles tossed by Jasper and his brothers, your sixth sense and your co-ordination are shown to be almost superhuman. You are questioned closely on your past adventures and have no trouble listing the proper way of dealing with any monster from a basilisk to a vampire. With each test, Jasper’s smile broadens. Eventually he throws down the book in which he has been keeping notes. ‘Enough!’ he cries. ‘There can be no doubt — you are the champion we seek.’

You accompany Jasper to his study, where he explains the quest to you. ‘The Castle of Lost Souls,’ he begins abruptly, ‘is where the demon Slank imprisons the spirits of those who pledge themselves to him.’ He puts a glass of brandy into your hand; you drain it without thinking. ‘My father, Luther Faze, died a wealthy man, but in his younger days he was but a struggling merchant. One day he came across an ornate bronze jar among his trinkets and wares. Unable to remember where he had got it, he read the inscription on the bottom. Immediately the arch-demon Slank stepped from out of nowhere!

‘After some haggling, my father concluded a deal with Slank - to wit, that he should prosper and grow rich in order to leave wealth for his sons and a dowry for his lovely daughter. For this price the demon would have his soul.

‘Father died six months ago. As you can see from this mansion and the estates, the demon kept his side of the bargain. While Father lay on his deathbed, then, Slank waited to take his soul to the Castle. None of us could see Slank, of course, but we caught the odour of damnation in the room - and Father had already told me, his eldest son, about the deal. Just as father breathed his last, a single tear fell from our sister Elvira’s eyes on to his face... .

‘We learned the rest later, and I'll explain how in a moment. The demon took father’s soul through low hills and swamps to where the Castle lurks enshrouded by mist. Father heard the demon chuckle as he closed the doors behind them. Gathering his courage, he turned round and cast the teardrop into Slank’s face. The demon howled in pain and ran off through the Castle, clutching his eye which now sizzled and smoked where the tear struck it.

‘Father was -- is -- no fool. Seeing that in goodness lay the means to destroy the evil demon, he barricaded himself in the Castle library and sat down to work out the necessary weapons. The action of killing Slank can be thought of as a spell which requires six components: a crystal ball, a four leaf clover, the ashes of a saint, the hair of a nun, a metal fragment from the armour of a chivalrous knight, and a tear from my sister’s eyes. Luckily Father also found a book of necromancy and used its spells to appear to us in a dream. He told us what to do, and that we should seek out a bold adventurer to be the family’s champion. I hardly need to say that if you can rescue our father’s soul from Slank’s castle, we will pay you a sizable fortune in gold and gems.’

You smile and accept. Jasper reaches into his pocket and takes out a glass phial containing a single glistening teardrop. ‘Here is one of the items you will need. I wish you all speed in finding the other five.’

You take the tear (record it on your Character Sheet) and set out at once. You have an uncanny feeling that you are about to become embroiled in the strangest adventure of your life!

NOW TURN TO 1.
-This space intentionally left blank
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by deaddmwalking »

Image


1

Resolving to be systematic in your quest, you decide to begin by finding the crystal ball and the four leaf clover. You remember passing an inn called The Four Leaf Clover just off the market square, and this seems as good a place as any to commence the search.

A short walk across town brings you to the inn. As you enter the tap-room, the first thing you notice is a horse brass in the shape of a four leaf clover which hangs above the bar. You may try stealing this (turn to 190) if you think it will serve your purposes — or you could ask the innkeeper if he knows where there is some clover to be found (turn to 227). If you prefer, you could strike up a conversation with some of the customers in the bar. Will you join a group of gypsies (turn to 56), several farm workers having lunch (turn to 246) or a trio of adventurers, presumably would-be champions who failed Jasper’s tests (turn to 176)?



Character Sheet
Name:
VIGOUR: 25
PSI: 9
AGILITY: 6
Items:
-Sword
-Tinderbox
-Dagger
-Lantern
-Bow
-Arrows [7]
-Tear
TREASURE: 30 GP
-This space intentionally left blank
Thaluikhain
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Thaluikhain »

Talk to the innkeeper.

(Dave Morris, beware disembodied heads)
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Beroli »

Name: Aerin Thorn.

Sure, talk to the innkeeper.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by deaddmwalking »

There are at least 3 full page illustrations of disembodied heads - all of which I believe are different and unique. There's also a floating worm which I don't think counts, but there's not much difference between the head and the rest of the body.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by deaddmwalking »

227

The innkeeper says that there are sometimes four leaf clovers to be found in the beer garden at the back ‘. . . Hence the name of the inn!’ he chuckles. You go out through the door he indicates and find yourself in the beer garden. Several elegantly dressed merchants are seated on a wooden bench. Their merriment turns to incredulity as they watch you get down on your hands and knees and start to peer at the lawn. After nearly an hour you are on the point of giving up when you spot what you are looking for; with a cry of triumph you pluck the four leaf clover. Note it down on your Character Sheet and turn to 124.



Image


124

You hear some traders talking about a fete that is being held on the other side of town. You make your way there, thinking that perhaps you will meet someone who knows where you can get a crystal ball. You pass through the south gate of the town and almost at once find yourself in a milling throng of townsfolk and gypsies. Nearby, a group of people have gathered in a ring. They are shouting and cheering, and you stop to see what all the noise is about. There is a tall thin man with a scarlet bandanna around his head accepting coins from the people around him. He is taking bets on the outcome of a cock fight.

If you wish to place a bet yourself, turn to 77.

If you decide to pass by, turn to 129.
-This space intentionally left blank
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Beroli »

Pass by.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by JourneymanN00b »

I vote to pass by.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Thaluikhain »

I vote to bet.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by deaddmwalking »

129

You are jostled by a crowd of excited townsfolk. A man in a long violet robe catches your eye. He has been performing conjuring tricks — to the obvious delight of his audience, who are clapping and throwing silver coins. As you watch, he brushes his fingers together and creates a flare of light and a puff of green smoke. If you decide to pass by, turn to 140. If you want to wait and buy one of the magical charms he has for sale, turn to 68.

Character Sheet
Name: Aerin Thorn
VIGOUR: 25
PSI: 9
AGILITY: 6
Items:
-Sword
-Tinderbox
-Dagger
-Lantern
-Bow
-Arrows [7]
-Tear
TREASURE: 30 GP
-This space intentionally left blank
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by JourneymanN00b »

I vote to buy a charm.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Beroli »

Buy a charm, and use it on the next roll we make.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by deaddmwalking »

I'm away from the book but it costs 20 gp ans can be used to auto-succeed on 3 rolls before rolling. You have the choice not to purchase it if you think it is too expensive.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Beroli »

Purchase it, and use it once on the very next roll we make.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by deaddmwalking »

We'll assume you're buying the charm - if more people vote NOT to do so, we'll retro the purchase.

68

He offers you a Luck Charm for 20 Gold Pieces. If. you decline this and continue to wander around the fete, turn to 140. If you buy the Charm, pay him the 20 Gold Pieces and turn to 225.

225

A Luck Charm can be used three times only, so you must keep track of how often you use it. Any time you are required to make a dice roll (including a combat roll) you can activate the Charm instead. Using the Charm means that you do not need to roll the dice — you can proceed as if you had rolled whatever score you wanted. You must decide in advance when you use the Charm; you cannot use it to change the outcome of a dice roll after you have attempted and failed.

Remember that this item will work only three times, so use its powers wisely. Turn to 140.

140

A short fat man blunders carelessly into you as he ‘emerges from behind a caravan. He murmurs an indistinct apology as he brushes past. Roll one die. If you roll a 4 or better then you have your wits about you — turn to 109. On a roll of 1-3, your attention is elsewhere — turn to 193.

******************
Holding for confirmation that you want to use the charm immediately.
******************
Character Sheet
Name: Aerin Thorn
VIGOUR: 25
PSI: 9
AGILITY: 6
Items:
-Sword
-Tinderbox
-Dagger
-Lantern
-Bow
-Arrows [7]
-Tear
-Luck Charm [3 uses]
TREASURE: 10 GP
-This space intentionally left blank
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Thaluikhain »

Eek, pickpocket. Use the charm.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by deaddmwalking »

Using one use of the charm. In this case, a 4+ is success. With a 1-3 you would have your luck charm stolen (or all your money if you didn't have a luck charm). Regardless of the path, eventually you would be directed to 118.

Just a note - the term 'gypsy' is understood as a pejorative. Typically I try to replace it. For this Let's Play I opted not to do so; as I am presenting someone else's text from a period where there was less awareness of hurtful stereotypes I decided that simply replacing the word with 'Romani' would be a confusing half-measure that doesn't do anything to address real-world issues, especially since this is a fantasy world.

109

You catch sight of the glint of a knife as the fat man tries to cut the strings of your money pouch. Your blood boils and you pull your sword from its scabbard with a bellow of rage. The Cutpurse attempts to escape by running between two tents, but a pile of crates blocks his way and he has to turn and face your wrath.

CUTPURSE. VIGOUR 9

Roll two dice:

Score 2 to 4: You are wounded; lose 3 VIGOUR

Score 5 to 12 The Cutpurse loses 3 VIGOUR

If you win, turn to 237.

*********
The odds are strongly in your favor, so I have no doubt that you would save the remaining uses of your Charm.
**********

Round 1: 6 (4,2) Cutpurse loses 3 VIGOUR (6 VIGOUR)
Round 2: 10 (5,5) Cutpurse loses 3 VIGOUR (3 VIGOUR)
Round 3: 9 (6,3) Cutpurse loses 3 VIGOUR (0 VIGOUR)

Fight Narrative: Attempting to steal from you is a capital crime that you are justified in enforcing by the legal code. It has never occurred to you that true desperation may push some people to a life of crime. Even if that were the case, stealing a loaf of bread to stave off starvation is different entirely from stealing magical items. If he had succeeded, surely you would be condemned to death. In about the time that it takes to work through that line of thinking you finish your ugly business with the would-be thief.

You check the little man’s pockets and find several pilfered money pouches. His ill-gotten gains amount to 17 Gold Pieces. He also wears a cornelian ring in the shape of a skull, which you may take if you wish. Remember to note anything you take in the appropriate box on your Character Sheet. You find some grass to clean the blood from your sword, then step out from between the tents as if nothing had happened. Turn to 118.

118

You see a young couple outside the beer tent: a swarthy gypsy lad and his plump country maid. You ask where you could find someone with a crystal ball, and without looking away from the eyes of his paramour the lad replies, ‘You want Gypsy Gayl. She’s the best fortune teller for twenty leagues and more.’ He points towards her caravan. Turn to 12.


Image

12

You climb the steps of the brightly painted caravan, push aside the silk curtain across the doorway, and cautiously enter. It is dimly lit. There is a strange herbal smell — incense, perhaps? Exotic and colourful fabrics hang down in drapes, disguising the size of the caravan’s interior. You feel heady and disorientated, as though you have stepped from the noise and-bustle outside into another world.

As your eyes adjust to the gloom, you notice with a start a figure who sits at a velvet covered table. She is clad in the same brilliant colours that adorn the caravan. You are pleasantly surprised to discover that Gypsy Gayl is no wizened crone, but a ravishing sultry beauty with red-gold hair and long-lashed eyes of sea green. She beckons you forward. Finally you notice her crystal ball on the table. It shimmers and reflects all the myriad colours in the room.

You have fleetingly considered several plans, and now must decide which to use. Will you:

Ask her to tell your fortune? Turn to 52

Suggest she reads her own fortune? Turn to 162

Try to steal her crystal ball? Turn to 263

Invite her to join you in a drink and spend some time looking around the fete? Turn to 58
-This space intentionally left blank
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Thaluikhain »

Hmmm...try for a drink?
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Beroli »

In the absence of the option to ask to buy a crystal ball from her ask her to tell our fortune, I don't want to rob her.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by deaddmwalking »

Rolling to determine which option to take: asking for the fortune won.

52

If you have any money left, you must cross her palm with a Gold Piece. She gazes into her crystal ball. There she sees much of your past and a little of your future. A soft smile plays on her lips. ‘Your intentions are clear to me,’ she says. ‘If you desire my crystal ball you must By. more than gold for it .

Suddenly she draws a slender dagger and pricks your finger with the point of it: A single droplet of dark blood falls on to the ball and seems to be absorbed into its glistening surface. You reel with momentary weakness; you have permanently lost 1 point from your normal VIGOUR score. A Salve of Healing will not restore this, and nor will anything else. In exchange for the drop of lifeblood, Gayl gives you a second crystal ball which she takes from a casket behind her. You accept it and leave, feeling you have indeed paid dearly for this item. Turn to 208.


208

You now have the crystal ball you needed. Make sure you have noted it down on your Character Sheet. Do you have the four leaf clover as well? If not, turn to 256. If you have this item, turn to 273.

273

Now that you possess the crystal ball, the teardrop and the four leaf clover, all you need is a fragment of a chivalrous knight’s armour.

Will you:

Go to the joust being held tomorrow? Turn to 36

Go to see Hrothgar, a scholar who is renowned for his private collection of arms and armour? Turn to 152
Character Sheet
Name: Aerin Thorn
VIGOUR: 24 [permanent reduction by 1]
PSI: 9
AGILITY: 6
Items:
-Sword
-Tinderbox
-Dagger
-Lantern
-Bow
-Arrows [7]
-Tear
-4-Leaf Clover
-Crystal Ball
-Luck Charm [3 uses]
TREASURE: 10 GP

Edit - If you had taken her for a drink, she would have gotten tipsy, started dancing, and you would have stolen her crystal ball before proceeding to 208, so I suppose that was the 'better' choice.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by JourneymanN00b »

I vote to see Hrothgar.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Beroli »

Go to the joust.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by JourneymanN00b »

If there are no other votes, please make my vote a half one.
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Re: Let's Play - Castle of Lost Souls (Golden Dragon Fantasy Gamebook 6)

Post by Thaluikhain »

See Hrothgar, if the joust is tomorrow hopefully we can do that later if we get this wrong.
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