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]