[Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
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- deaddmwalking
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Is 1st floor and ground floor the same? I know it isn't that way in lots of countries...
I thought 2nd floor was the only one we hadn't investigated. Vote for that.
I thought 2nd floor was the only one we hadn't investigated. Vote for that.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
1st floor and ground floor were presented as separate options.
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Thaluikhain
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Hmmm, I vote second floor, guessing that the thing we need to do is on the ground floor, and wanting to get everything else done first.
- JourneymanN00b
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Votes counted; going to the second floor won by a 2-1 vote.
On the second floor you find nothing but a number of dusty bedrooms, and notice that in some the mirrors have been turned to face the wall.
If you want to spend more time conducting a thorough search of the bedrooms, turn to 404. If you would rather look elsewhere, turn to 273.
Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
434
On the second floor you find nothing but a number of dusty bedrooms, and notice that in some the mirrors have been turned to face the wall.
If you want to spend more time conducting a thorough search of the bedrooms, turn to 404. If you would rather look elsewhere, turn to 273.
Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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Thaluikhain
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Check the mirrors, which means search.
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- deaddmwalking
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Yes, I like the invitation to search more. I think there are more likely to be good things that the vampires don't like than bad things that will eat us.
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- JourneymanN00b
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Spending more time conducting a thorough search of the bedrooms got 3 votes, so Jonathan Harker will do this.
Entering one room you are taken aback to see what looks like a body lying on the bed, covered by a dirty sheet.
Do you want to approach the bed and pull back the sheet (turn to 343), or would you prefer to leave the room, and the second floor, and continue your search elsewhere (turn to 273)?
Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
404
Entering one room you are taken aback to see what looks like a body lying on the bed, covered by a dirty sheet.
Do you want to approach the bed and pull back the sheet (turn to 343), or would you prefer to leave the room, and the second floor, and continue your search elsewhere (turn to 273)?
Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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Thaluikhain
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Pull back the sheet.
- deaddmwalking
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
I'm sure we'll be terrorized, but it's not wise to leave unlooked upon bodies behind you when you leave a room. Pull back the sheet.
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- JourneymanN00b
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Pulling back the sheet received 2 votes, so Jonathan Harker will do that.
Your heart thudding within your chest, you draw back the sheet. You cannot stop the gasp of fear that escapes your lips as you lay eyes upon the wizened thing that is lying on the bed.
In the brief glimpse you take in before you flee the chamber in horror, you believe it is the body of an old man, but it looks like it has been entirely drained of blood. In that split second’s look, you see the contours of the skeleton beneath the emaciated husk of the man quite clearly.
Add 1 point to your Terror score and turn to 273.
On section 273, Jonathan Harker again has the option to choose somewhere he hasn’t been already. The only place where he hasn’t already been is the ground floor, so he will go there by turning to section 253.
If you have the code word Inventa ticked off, turn to 677. If not, turn to 711.
Jonathan Harker does not have the code word Inventa ticked off.
It is in the dining room – which lies off the hall at the back of the house – that you find eight boxes, like those you found in the unhallowed chapel of Carfax House, the dust-covered dining table and chairs having been moved to the edges of the room to accommodate them.
If you want to proceed to deal with the boxes, as required, turn to 677. If you would prefer to continue searching the property, with the intention of returning here later, turn to 699.
Since Jonathan Harker has already searched the rest of the property, he will proceed to deal with the boxes.
The Professor joins you in the dining room. Even though you know what to expect when you open the boxes this time, it does not mean that your heart does not beat a tattoo against its cage of ribs.
Eight boxes could mean that you will have to deal with eight of the Transylvanian undead, and so you decide not to advance your plan any further until the others have joined you.
While you are waiting, keeping a wary eye on the damp-smelling crates for any sign of movement, you open a window that looks out across a narrow stone-flagged yard at the blank face of a stable, pointed to look like the front of a miniature house.
As the sun’s orbit carries its light across the back of the house, a beam of sunlight strikes one of the wooden boxes.
Almost at once you hear a scraping sound coming from inside the box, followed by a succession of rasping cries from half a dozen others.
You take up your tools of death just in time, as first one box is broken open by whatever lies hidden within, and then another, and another. In an explosion of earth and enormous splinters, six pallid corpses burst from their wooden prisons.
(Add 1 point to your Terror score.)
If you want to use The Pen is Mightier special ability, and you still can, turn to 976. If not, turn to 996.
Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
Mr Jonathan Harker’s Adventure Sheet

Add 10 to the section number and read that one instead.
Agility = 9
Combat = 9
Endurance = 18
ESP = 7
Terror = 14
The Pen is Mightier: 2 uses
Equipment and Notes:
Golden Crucifix
Good Luck Tokens
Flask of Plum Brandy (4 measures, +3 Endurance per measure, -1 Combat next combat for each measure beyond the first in one go, -1 Terror if 2 or more measures are consumed at once)
Map Showing 30 Rooms
Skeleton Keys with The Tag ‘145’
Revolver
Large Knife
Electric Lamp
Silver Crucifix
Garlic Garland
Sacred Wafer
Golden Ducats
Blood: 6
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
343
Your heart thudding within your chest, you draw back the sheet. You cannot stop the gasp of fear that escapes your lips as you lay eyes upon the wizened thing that is lying on the bed.
In the brief glimpse you take in before you flee the chamber in horror, you believe it is the body of an old man, but it looks like it has been entirely drained of blood. In that split second’s look, you see the contours of the skeleton beneath the emaciated husk of the man quite clearly.
Add 1 point to your Terror score and turn to 273.
On section 273, Jonathan Harker again has the option to choose somewhere he hasn’t been already. The only place where he hasn’t already been is the ground floor, so he will go there by turning to section 253.
253
If you have the code word Inventa ticked off, turn to 677. If not, turn to 711.
Jonathan Harker does not have the code word Inventa ticked off.
711
It is in the dining room – which lies off the hall at the back of the house – that you find eight boxes, like those you found in the unhallowed chapel of Carfax House, the dust-covered dining table and chairs having been moved to the edges of the room to accommodate them.
If you want to proceed to deal with the boxes, as required, turn to 677. If you would prefer to continue searching the property, with the intention of returning here later, turn to 699.
Since Jonathan Harker has already searched the rest of the property, he will proceed to deal with the boxes.
677
The Professor joins you in the dining room. Even though you know what to expect when you open the boxes this time, it does not mean that your heart does not beat a tattoo against its cage of ribs.
Eight boxes could mean that you will have to deal with eight of the Transylvanian undead, and so you decide not to advance your plan any further until the others have joined you.
While you are waiting, keeping a wary eye on the damp-smelling crates for any sign of movement, you open a window that looks out across a narrow stone-flagged yard at the blank face of a stable, pointed to look like the front of a miniature house.
As the sun’s orbit carries its light across the back of the house, a beam of sunlight strikes one of the wooden boxes.
Almost at once you hear a scraping sound coming from inside the box, followed by a succession of rasping cries from half a dozen others.
You take up your tools of death just in time, as first one box is broken open by whatever lies hidden within, and then another, and another. In an explosion of earth and enormous splinters, six pallid corpses burst from their wooden prisons.
(Add 1 point to your Terror score.)
If you want to use The Pen is Mightier special ability, and you still can, turn to 976. If not, turn to 996.
Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
Mr Jonathan Harker’s Adventure Sheet

Add 10 to the section number and read that one instead.
Agility = 9
Combat = 9
Endurance = 18
ESP = 7
Terror = 14
The Pen is Mightier: 2 uses
Equipment and Notes:
Golden Crucifix
Good Luck Tokens
Flask of Plum Brandy (4 measures, +3 Endurance per measure, -1 Combat next combat for each measure beyond the first in one go, -1 Terror if 2 or more measures are consumed at once)
Map Showing 30 Rooms
Skeleton Keys with The Tag ‘145’
Revolver
Large Knife
Electric Lamp
Silver Crucifix
Garlic Garland
Sacred Wafer
Golden Ducats
Blood: 6
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Say No To Fascism. The left is the one true way to go.
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Use The Pen is Mightier.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Two against eight - seems like we could probably take them, even with the penalty, but it'd be close... So I'm going to reluctantly join in voting for a pen is mightier.
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- JourneymanN00b
- King
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Votes registered; using The Pen is Mightier.
(Cross off one use of The Pen is Mightier special ability.)
As the risen dead stalk towards you, with jerky, slack-jointed steps, you look for something else about your person that might repel the unholy horrors.
How many of the following items do you have in your possession? Golden Crucifix, Good Luck Tokens, Holy Water, Silver Crucifix, Garlic Garland, Sacred Wafer.
1-3 Turn to 946.
4-5 Turn to 916.
6 Turn to 896.

Jonathan Harker has 5 of these items in his possession.
Two of the Strigoi wither when exposed to votive symbols, leaving just one for you to deal with via the tried and tested method of close quarters combat. (In this battle, you have the initiative.)
STRIGOI COMBAT 6 ENDURANCE 6
If you manage to destroy the remaining resurrected corpse, turn to 856.
With Jonathan Harker having the initiative, he has the option to fire his revolver before starting the hand-to-hand combat with Strigoi. I assume he does that, so he takes a Combat Test. Rolling the dice yielded a 7, so Jonathan Harker passes the test and deals 3 Endurance points of damage to the Strigoi. Rolling the dice for the second shot yielded a 7 as well, so Jonathan Harker deals a further 3 Endurance points of damage to the Strigoi and kills it.
You have granted the corpses true death at last, and Van Helsing, you are relieved to see, has done the same. All that there remains for you to do is to purify the soil of Dracula’s homeland while you wait for your friends to arrive.
Within half an hour, the rest of your party has joined you inside the house at 138 Piccadilly. Lord Godalming reports there were six boxes of earth at the Walworth address, and that the undead creatures nailed up inside them were destroyed when exposed to direct sunlight.
Quincey Morris then explains that the bodies in the boxes that had been stored in the old printers’ warehouse in Mile End had already been eaten by a pack of rats, the diet of corrupted flesh having had an equally corrupting effect on the rodents.
“So six boxes at the Walworth property,” says the Professor, “another six in Mile End, and eight boxes of earth here.”
With a sinking feeling in the pit of your stomach, you already know what he is going to say next before he says it.
“Which means there is still one outstanding from the original fifty Dracula had transported to England. One box that has somehow escaped detection. But where can it be?”
Take an ESP test. If you pass the test, turn to 794, but if you fail the test, turn to 764.
Rolling the dice yielded an 8, so Jonathan Harker has failed the ESP test.
The door to the dining room suddenly bursts open and something as black and as lithe as a panther leaps into the room.
You happen to be standing closest to the door and are sent flying. You land heavily on the floor, slamming your shoulder into the remains of a broken crate.
Lose 2 Endurance points and turn to 648.
There is something so inhuman about the figure’s movement that it sobers you all up from the shock of his unexpected arrival.
But before any of you can so much as raise a hand to stop him he lashes out, sending Arthur and Quincey flying to opposite corners of the room before they can even draw their weapons, and sweeps the other Vampire-Hunters aside with a lightning fast attack, that leave them all reeling, until you are the last man standing.
The Count is suddenly there before you, and a snarl passes over his face, revealing pointed, elongated eye-teeth. For all his veneer of noble breeding, you see him for what he really is then, a bestial monster that lives only to hunt and steal the lives of others.
Take a Terror test. If you pass the test, turn to 686. If you fail the test, turn to 746.

Rolling the four dice yielded a 7, so Jonathan Harker has failed the Terror test.
The Count’s expression transforms into a cold stare of lion-like disdain and from the look in his blood-red gaze alone you know that to the vampire you are no more than prey, the mouse to his cat. It is pointless to resist him.
But deep down, your distant inner voice is calling out to you, telling you that you must fight the vampire’s hypnotic influence.
Take a Combat test. If you pass the test, turn to 706. If you fail the test, turn to 726.
Rolling the dice yielded a 4, so Jonathan Harker has passed the Combat test.
You realise that you have subconsciously taken hold of your silver crucifix. It is as if a mighty power is creeping along your arm, a power against which the vampire has no resistance, and that knowledge gives you the strength to break the Count’s hypnotic hold over you.
Snarling like a caged beast, his face twisting into a demonic visage, Dracula attacks.
If you want to use The Pen is Mightier special ability, and you still can, turn to 657. If not, turn to 617.
Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
Mr Jonathan Harker’s Adventure Sheet

Add 10 to the section number and read that one instead.
Agility = 9
Combat = 9
Endurance = 16
ESP = 7
Terror = 14
The Pen is Mightier: 1 use
Equipment and Notes:
Golden Crucifix
Good Luck Tokens
Flask of Plum Brandy (4 measures, +3 Endurance per measure, -1 Combat next combat for each measure beyond the first in one go, -1 Terror if 2 or more measures are consumed at once)
Map Showing 30 Rooms
Skeleton Keys with The Tag ‘145’
Revolver
Large Knife
Electric Lamp
Silver Crucifix
Garlic Garland
Sacred Wafer
Golden Ducats
Blood: 6
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
976
(Cross off one use of The Pen is Mightier special ability.)
As the risen dead stalk towards you, with jerky, slack-jointed steps, you look for something else about your person that might repel the unholy horrors.
How many of the following items do you have in your possession? Golden Crucifix, Good Luck Tokens, Holy Water, Silver Crucifix, Garlic Garland, Sacred Wafer.
1-3 Turn to 946.
4-5 Turn to 916.
6 Turn to 896.

Jonathan Harker has 5 of these items in his possession.
916
Two of the Strigoi wither when exposed to votive symbols, leaving just one for you to deal with via the tried and tested method of close quarters combat. (In this battle, you have the initiative.)
STRIGOI COMBAT 6 ENDURANCE 6
If you manage to destroy the remaining resurrected corpse, turn to 856.
With Jonathan Harker having the initiative, he has the option to fire his revolver before starting the hand-to-hand combat with Strigoi. I assume he does that, so he takes a Combat Test. Rolling the dice yielded a 7, so Jonathan Harker passes the test and deals 3 Endurance points of damage to the Strigoi. Rolling the dice for the second shot yielded a 7 as well, so Jonathan Harker deals a further 3 Endurance points of damage to the Strigoi and kills it.
856
You have granted the corpses true death at last, and Van Helsing, you are relieved to see, has done the same. All that there remains for you to do is to purify the soil of Dracula’s homeland while you wait for your friends to arrive.
* * * *
Within half an hour, the rest of your party has joined you inside the house at 138 Piccadilly. Lord Godalming reports there were six boxes of earth at the Walworth address, and that the undead creatures nailed up inside them were destroyed when exposed to direct sunlight.
Quincey Morris then explains that the bodies in the boxes that had been stored in the old printers’ warehouse in Mile End had already been eaten by a pack of rats, the diet of corrupted flesh having had an equally corrupting effect on the rodents.
“So six boxes at the Walworth property,” says the Professor, “another six in Mile End, and eight boxes of earth here.”
With a sinking feeling in the pit of your stomach, you already know what he is going to say next before he says it.
“Which means there is still one outstanding from the original fifty Dracula had transported to England. One box that has somehow escaped detection. But where can it be?”
Take an ESP test. If you pass the test, turn to 794, but if you fail the test, turn to 764.
Rolling the dice yielded an 8, so Jonathan Harker has failed the ESP test.
764
The door to the dining room suddenly bursts open and something as black and as lithe as a panther leaps into the room.
You happen to be standing closest to the door and are sent flying. You land heavily on the floor, slamming your shoulder into the remains of a broken crate.
Lose 2 Endurance points and turn to 648.
648
There is something so inhuman about the figure’s movement that it sobers you all up from the shock of his unexpected arrival.
But before any of you can so much as raise a hand to stop him he lashes out, sending Arthur and Quincey flying to opposite corners of the room before they can even draw their weapons, and sweeps the other Vampire-Hunters aside with a lightning fast attack, that leave them all reeling, until you are the last man standing.
The Count is suddenly there before you, and a snarl passes over his face, revealing pointed, elongated eye-teeth. For all his veneer of noble breeding, you see him for what he really is then, a bestial monster that lives only to hunt and steal the lives of others.
Take a Terror test. If you pass the test, turn to 686. If you fail the test, turn to 746.

Rolling the four dice yielded a 7, so Jonathan Harker has failed the Terror test.
746
The Count’s expression transforms into a cold stare of lion-like disdain and from the look in his blood-red gaze alone you know that to the vampire you are no more than prey, the mouse to his cat. It is pointless to resist him.
But deep down, your distant inner voice is calling out to you, telling you that you must fight the vampire’s hypnotic influence.
Take a Combat test. If you pass the test, turn to 706. If you fail the test, turn to 726.
Rolling the dice yielded a 4, so Jonathan Harker has passed the Combat test.
706
You realise that you have subconsciously taken hold of your silver crucifix. It is as if a mighty power is creeping along your arm, a power against which the vampire has no resistance, and that knowledge gives you the strength to break the Count’s hypnotic hold over you.
Snarling like a caged beast, his face twisting into a demonic visage, Dracula attacks.
If you want to use The Pen is Mightier special ability, and you still can, turn to 657. If not, turn to 617.
Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
Mr Jonathan Harker’s Adventure Sheet

Add 10 to the section number and read that one instead.
Agility = 9
Combat = 9
Endurance = 16
ESP = 7
Terror = 14
The Pen is Mightier: 1 use
Equipment and Notes:
Golden Crucifix
Good Luck Tokens
Flask of Plum Brandy (4 measures, +3 Endurance per measure, -1 Combat next combat for each measure beyond the first in one go, -1 Terror if 2 or more measures are consumed at once)
Map Showing 30 Rooms
Skeleton Keys with The Tag ‘145’
Revolver
Large Knife
Electric Lamp
Silver Crucifix
Garlic Garland
Sacred Wafer
Golden Ducats
Blood: 6
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Say No To Fascism. The left is the one true way to go.
-
Thaluikhain
- King
- Posts: 7119
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Half vote to use our last pen is mightier, cause this seems nasty, but we've only one left.
- deaddmwalking
- King
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- Joined: Mon May 21, 2012 11:33 am
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Vote to use it. Maybe we can win it all here.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Don't use The Pen is Mightier, if we're hoping to win it all we don't want him removed.
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Votes counted; using The Pen is Mightier won by a 1.5-1 vote.
Suddenly Professor Van Helsing is at your side, crucifix in hand as he chants, “Agnus Dei, qui tollis peccata mundi, dona eis requiem!”
It is as if even just the sight of the crucifix and the sound of the holy Latinate words cause the vampire pain, and he recoils physically, hissing and spitting like a wildcat.
Cross off one use of The Pen is Mightier special ability and turn to 587.

Recovering themselves, your fellow Vampire-Hunters rally and advance on the Count, crucifixes and wafers held out before them, while Van Helsing intones the words of the exorcism prayer in Latin.
The Count’s face twists into an expression of baffled hatred and hellish rage, as he cowers before the sacred symbols, and his waxy skin acquires a vile jaundiced hue.
The next instant, with a sinuous dive, he flies across the room and throws himself at the un-shuttered window. Amidst the crash and glitter of falling glass, he tumbles into the stone-flagged yard below.
You join the others in running to the window and see your quarry spring unhurt from the ground. Crossing the yard, he pushes open the stable door, but there hesitates and turns.
“You think you can confound my plans? You shall be sorry, each one of you! You think you have left me without a place to rest, but I have more! My revenge is just begun! It is a plan I have devised over the centuries and time is on my side. Your girls that you all love are mine already, and through them you and others shall become my creatures yet, to do my bidding and to be my jackals when I want to feed!”
And then he passes quickly through the door and is gone.
Turn to 910.
Although you all set off in pursuit, you find the stable door is bolted, and by the time you manage to force it open the Count has fled, leaving no sign of his passing. It is late afternoon and sunset is not far off. With heavy hearts you have to accept that the game is up.
“Let us go back to Madam Mina,” Van Helsing says. “All we can do just now is done, and we can there, at least, protect her. But we need not despair. There is but one more box of earth, and we must not rest until we find it. When that is done, all may yet be well.”
You know that the Professor is trying to offer you comfort, as best he can, but having battled the Count inside the house only for him to escape you once again, you feel the weight of your grief overcome you, and cannot help but give voice to a groan of despair as you think of your wife, and what the monster has done to her.
Catching your reflection in the blade of your knife you are shocked into inaction. Yesterday you could have considered yourself a generally happy-looking man, with a strong, youthful face, full of energy, and with a mane of dark brown hair. Today you barely recognise yourself. It is as if you are looking into the face of your father; you have acquired the appearance of a drawn, haggard old man, your white head of hair matching well with the hollow burning eyes and grief-written lines etched into your face.
(Add 1 point to your Terror score, and deduct 1 point from your Agility score, and 1 point from your Combat score.)
With sad hearts your party returns to Carfax Asylum, where you find Mina waiting for you, with an appearance of cheerfulness that does her bravery and unselfishness honour. But when she sees you, the colour drains from her face.
For a second or two she closes her eyes, as if in secret prayer, before opening them again.
“I can never thank you all enough,” she says. Taking your grey head in her hands she kisses you, whispering through her tears, “Oh, my poor darling!”
Turn to 951.
Mina awakens you early the next morning, as the grey of the coming dawn is turning the windows into sharp oblongs, and the gas flame is like a speck rather than a disc of light. “Go, call the Professor,” she says hurriedly. “I want to see him at once.”
“Why?” you ask.
“I have an idea. I suppose it must have come in the night and matured without me knowing it. He must hypnotise me before the dawn, and then I shall be able to speak. Go quick, dearest, the time is getting close.”
Two or three minutes later, Professor Van Helsing is in the room, in his dressing-gown, while Arthur and Quincey are standing with Dr Seward at the door asking questions.
Turn to 689.

“Oh, my dear Madam Mina,” says the Professor, rubbing his hands together in delight, “this is indeed a change. We have got our old Madam Mina back! And what can I do for you?”
“I want you to hypnotise me!” she tells him. “Do it before the dawn, for I feel that then I can speak, and speak freely. Be quick, for the time is short!”
Without a word, he motions for Mina to sit up in bed. Looking fixedly at her, he starts to make passes in front of her, from over the top of her head downward, with each hand in turn. She in turn gazes at him for a few minutes, until gradually her eyes close and she sits stock still. It is only by the gentle heaving of her bosom that you can tell she is alive.
The Professor makes a few more passes and then stops, and you can see that his forehead is covered with great beads of perspiration.
His subject opens her eyes, but she does not seem the same woman. There is a far-away look in her eyes, and her voice is possessed of a sad dreamy quality.
The stillness is broken by Van Helsing’s voice speaking in a low level tone: “Where are you?”
“I do not know.” Her answer comes in a neutral way, as though she is interpreting something only she can see and hear. “It is all strange to me!”
“What do you see?” Van Helsing asks.
“I can see nothing. It is all dark.”
“What do you hear?” You detect the strain in the Professor’s patient voice.
“The lapping of water. It is gurgling by, and little waves leap. I can hear them on the outside.”
“Then you are on a ship?”
“Yes!”
“What else do you hear?”
“The sound of men stamping overhead as they run about. There is the creaking of a chain, and the loud tinkle as the check of the capstan falls into the ratchet.”
“What are you doing?”
“I am still, oh so still. It is like death!” Her voice fades away into a deep breath, as of one sleeping, and her eyes close again.
Van Helsing places his hands on Mina’s shoulders and lays her head down softly on her pillow. She lies like a sleeping child for a few moments, and then, with a long sigh, awakens again and stares in wonder to see you all watching her.
“Have I been talking in my sleep?” she asks as she stifles a yawn.
Turn to 718.
On section 718, Van Helsing informs the group that Dracula had intentions to escape, and urges everyone to follow the Count, as Mina is a mortal woman and Dracula can live for centuries.
An opportunity is present to continue the story as either Jonathan Harker, Mina Harker, or Dr John Seward. Please make your votes on who to continue the story as by 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.
Mr Jonathan Harker’s Adventure Sheet

Add 10 to the section number and read that one instead.
Agility = 8
Combat = 8
Endurance = 16
ESP = 7
Terror = 15
The Pen is Mightier: 0 uses
Equipment and Notes:
Golden Crucifix
Good Luck Tokens
Flask of Plum Brandy (4 measures, +3 Endurance per measure, -1 Combat next combat for each measure beyond the first in one go, -1 Terror if 2 or more measures are consumed at once)
Map Showing 30 Rooms
Skeleton Keys with The Tag ‘145’
Revolver
Large Knife
Electric Lamp
Silver Crucifix
Garlic Garland
Sacred Wafer
Golden Ducats
Blood: 6
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
657
Suddenly Professor Van Helsing is at your side, crucifix in hand as he chants, “Agnus Dei, qui tollis peccata mundi, dona eis requiem!”
It is as if even just the sight of the crucifix and the sound of the holy Latinate words cause the vampire pain, and he recoils physically, hissing and spitting like a wildcat.
Cross off one use of The Pen is Mightier special ability and turn to 587.

587
Recovering themselves, your fellow Vampire-Hunters rally and advance on the Count, crucifixes and wafers held out before them, while Van Helsing intones the words of the exorcism prayer in Latin.
The Count’s face twists into an expression of baffled hatred and hellish rage, as he cowers before the sacred symbols, and his waxy skin acquires a vile jaundiced hue.
The next instant, with a sinuous dive, he flies across the room and throws himself at the un-shuttered window. Amidst the crash and glitter of falling glass, he tumbles into the stone-flagged yard below.
You join the others in running to the window and see your quarry spring unhurt from the ground. Crossing the yard, he pushes open the stable door, but there hesitates and turns.
“You think you can confound my plans? You shall be sorry, each one of you! You think you have left me without a place to rest, but I have more! My revenge is just begun! It is a plan I have devised over the centuries and time is on my side. Your girls that you all love are mine already, and through them you and others shall become my creatures yet, to do my bidding and to be my jackals when I want to feed!”
And then he passes quickly through the door and is gone.
Turn to 910.
910


920
Although you all set off in pursuit, you find the stable door is bolted, and by the time you manage to force it open the Count has fled, leaving no sign of his passing. It is late afternoon and sunset is not far off. With heavy hearts you have to accept that the game is up.
“Let us go back to Madam Mina,” Van Helsing says. “All we can do just now is done, and we can there, at least, protect her. But we need not despair. There is but one more box of earth, and we must not rest until we find it. When that is done, all may yet be well.”
You know that the Professor is trying to offer you comfort, as best he can, but having battled the Count inside the house only for him to escape you once again, you feel the weight of your grief overcome you, and cannot help but give voice to a groan of despair as you think of your wife, and what the monster has done to her.
Catching your reflection in the blade of your knife you are shocked into inaction. Yesterday you could have considered yourself a generally happy-looking man, with a strong, youthful face, full of energy, and with a mane of dark brown hair. Today you barely recognise yourself. It is as if you are looking into the face of your father; you have acquired the appearance of a drawn, haggard old man, your white head of hair matching well with the hollow burning eyes and grief-written lines etched into your face.
(Add 1 point to your Terror score, and deduct 1 point from your Agility score, and 1 point from your Combat score.)
* * * *
With sad hearts your party returns to Carfax Asylum, where you find Mina waiting for you, with an appearance of cheerfulness that does her bravery and unselfishness honour. But when she sees you, the colour drains from her face.
For a second or two she closes her eyes, as if in secret prayer, before opening them again.
“I can never thank you all enough,” she says. Taking your grey head in her hands she kisses you, whispering through her tears, “Oh, my poor darling!”
Turn to 951.
951
Mina awakens you early the next morning, as the grey of the coming dawn is turning the windows into sharp oblongs, and the gas flame is like a speck rather than a disc of light. “Go, call the Professor,” she says hurriedly. “I want to see him at once.”
“Why?” you ask.
“I have an idea. I suppose it must have come in the night and matured without me knowing it. He must hypnotise me before the dawn, and then I shall be able to speak. Go quick, dearest, the time is getting close.”
Two or three minutes later, Professor Van Helsing is in the room, in his dressing-gown, while Arthur and Quincey are standing with Dr Seward at the door asking questions.
Turn to 689.

689
“Oh, my dear Madam Mina,” says the Professor, rubbing his hands together in delight, “this is indeed a change. We have got our old Madam Mina back! And what can I do for you?”
“I want you to hypnotise me!” she tells him. “Do it before the dawn, for I feel that then I can speak, and speak freely. Be quick, for the time is short!”
Without a word, he motions for Mina to sit up in bed. Looking fixedly at her, he starts to make passes in front of her, from over the top of her head downward, with each hand in turn. She in turn gazes at him for a few minutes, until gradually her eyes close and she sits stock still. It is only by the gentle heaving of her bosom that you can tell she is alive.
The Professor makes a few more passes and then stops, and you can see that his forehead is covered with great beads of perspiration.
His subject opens her eyes, but she does not seem the same woman. There is a far-away look in her eyes, and her voice is possessed of a sad dreamy quality.
The stillness is broken by Van Helsing’s voice speaking in a low level tone: “Where are you?”
“I do not know.” Her answer comes in a neutral way, as though she is interpreting something only she can see and hear. “It is all strange to me!”
“What do you see?” Van Helsing asks.
“I can see nothing. It is all dark.”
“What do you hear?” You detect the strain in the Professor’s patient voice.
“The lapping of water. It is gurgling by, and little waves leap. I can hear them on the outside.”
“Then you are on a ship?”
“Yes!”
“What else do you hear?”
“The sound of men stamping overhead as they run about. There is the creaking of a chain, and the loud tinkle as the check of the capstan falls into the ratchet.”
“What are you doing?”
“I am still, oh so still. It is like death!” Her voice fades away into a deep breath, as of one sleeping, and her eyes close again.
Van Helsing places his hands on Mina’s shoulders and lays her head down softly on her pillow. She lies like a sleeping child for a few moments, and then, with a long sigh, awakens again and stares in wonder to see you all watching her.
“Have I been talking in my sleep?” she asks as she stifles a yawn.
Turn to 718.
On section 718, Van Helsing informs the group that Dracula had intentions to escape, and urges everyone to follow the Count, as Mina is a mortal woman and Dracula can live for centuries.
An opportunity is present to continue the story as either Jonathan Harker, Mina Harker, or Dr John Seward. Please make your votes on who to continue the story as by 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.
Mr Jonathan Harker’s Adventure Sheet

Add 10 to the section number and read that one instead.
Agility = 8
Combat = 8
Endurance = 16
ESP = 7
Terror = 15
The Pen is Mightier: 0 uses
Equipment and Notes:
Golden Crucifix
Good Luck Tokens
Flask of Plum Brandy (4 measures, +3 Endurance per measure, -1 Combat next combat for each measure beyond the first in one go, -1 Terror if 2 or more measures are consumed at once)
Map Showing 30 Rooms
Skeleton Keys with The Tag ‘145’
Revolver
Large Knife
Electric Lamp
Silver Crucifix
Garlic Garland
Sacred Wafer
Golden Ducats
Blood: 6
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Say No To Fascism. The left is the one true way to go.
-
Thaluikhain
- King
- Posts: 7119
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Stay as Jonathan Harker.
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Become Dr. John Seward. (Or, should deaddmwalking vote to become Mina, consider my vote as well to become Mina.)
Orth Plays: Currently Baldur's Gate II
-
Thaluikhain
- King
- Posts: 7119
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
I'm ok with being Seward to avoid a tie, but we've done Mina already, so not fussed on doing her again.
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Dr Seward
-This space intentionally left blank
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Since there were 3 votes to continue as Dr John Seward, we will continue as him.
Come the afternoon, Van Helsing, Lord Godalming, Quincey Morris and I set off to find out what ship the Count had boarded and whither it was bound...
“I am sure the Count wishes to return to his Transylvania,” says Professor Van Helsing when the four of you arrive at the Port of London, “and I feel sure that he must go by the mouth of the Danube, or somewhere else in the Black Sea, since that is the way by which he first came to your England.”
And so, you begin your search by trying to ascertain which ships left for the Black Sea last night, following Arthur’s advice and paying a visit to Lloyd’s of London, where a record is kept of all ships that sail, no matter how small they might be.
Sure enough, there you discover that only one Black-Sea-bound ship went out with the tide, the Czarina Catherine, and she set sail from Doolittle’s Wharf for the Bulgarian port of Varna, and thence to other places along the Danube.
“So!” the Professor exclaims. “This is the ship the Count is travelling on.”
At Doolittle’s Wharf you find a large man sitting in a small wooden office and ask him about the Czarina Catherine. Red of face and loud of voice, accompanied by much swearing – having been given a little something by Quincey to loosen his tongue – he asks about among the stevedores until you are able to piece together what the Count has been up to.
Yesterday afternoon, at about five o’clock, a man arrived at the wharf, who was clearly in a desperate hurry, with a great box upon a cart. He was tall, thin and pale, with a high nose, gleaming white teeth, and eyes that seemed to burn, so intense was his stare, and dressed all in black. He too was free with his money, making quick inquiries as to which ships were sailing for the Black Sea, which led him to an introduction with Captain Donelson of the Czarina Catherine.
He astounded everyone by lifting the great box down from the cart by himself. Having stowed it on board, the man told the captain he would return to check upon his cargo when he had seen to the business of filling in the necessary shipping forms. But having been paid, Donelson was keen to set sail, and had no intention of waiting for the man to return.
But a thin mist began to creep up from the river, and it grew, and grew, until a dense fog enveloped the ship and all around her. Indeed, the fog did not depart until the tall, thin man returned. He boarded to check on his cargo and went down with the mate and saw where it was placed, and then came up and stood awhile on deck in the fog. It was assumed he had left again by himself, for none saw him leave.
The fog began to melt away, and all was clear once more. The ship left on the ebb tide and by morning would doubtless have been far out in the mouth of the Thames.
“The Czarina Catherine will be well out to sea by now,” the Professor says, his bushy eyebrows bunching.
And so, having gleaned as much information as you can, the four of you return to Purfleet and Carfax Asylum.
The following evening, Van Helsing calls another meeting of the Vampire-Hunters in your private study.
Turn to 96.
On section 96, Professor Van Helsing summarizes his findings from his Port of London visit. He also reiterates his insistence on pursuing Dracula as the story proceeds to section 130. With section 130 having a skull symbol, we will head to section 160 instead.
After a general discussion, the six of you determine that your next course of action will not definitely be settled upon until you have all slept on the matter, and spent some time considering the consequences of whatever actions may be taken.
You agree to meet again tomorrow at breakfast, and after making your conclusions known to one another, only then shall you settle upon the appropriate path.
You rise early, with the feeling that sleep has done you the power of good much. (Restore up to 3 Endurance points and deduct 1 point from your Terror score.)
When you all meet again at breakfast, there is more general cheerfulness than you ever expected to experience again. It is truly wonderful how much resilience there is in the human character. It is only when you catch sight of the red blotch on Mrs Harker’s forehead that you are brought back to reality with a bump.
Van Helsing comes to your study later that morning. You can see that he has something on his mind.
“Friend John,” he says at last, “there is something that you and I must talk of alone, although later we may have to take the others into our confidence. I fear that our poor, dear Madam Mina is changing.”
A cold shiver runs through you.
“With the sad experience of Miss Lucy, we must this time be warned before things go too far. Our task is now in reality more difficult than ever. I can see the characteristics of the vampire coming into her face. It is now but very slight, but it is still there for those with the eyes to see it. Her teeth are somewhat sharper, and at times her eyes appear harder.
“But my greatest fear is this. If she can, by our hypnotic trance, tell what the Count sees and hears, is it not also true that he who hypnotised her first, and who drank her blood, and made her drink of his, should, if he willed it, compel her mind to disclose to him that which she sees and hears?”
You nod weakly. (Add 2 points to the Blood score.)
“In that case, we must keep her ignorant of our intent, for she cannot divulge that which she does not know.”
The Professor wipes his forehead, which has broken out in profuse perspiration at the thought of the pain which he might have to inflict upon the poor soul already so tortured, before leaving to prepare for the next meeting of your exclusive and terrible secret society.
Turn to 185.
(The last time we saw section 185, we immediately turned to section 205 instead due to playing as Mina Harker. No instructions to redirect apply this time as John Seward.)
When the Vampire-Hunters meet again it is without Mina. She passes on her apologies, saying that she thought it better that the rest of you should be free to discuss your movements without being embarrassed by her presence, considering those discussions will inevitably have to include the matter of what should be done with her, should she succumb to the vampire’s curse.
And so, with one member down, you discuss your plan of campaign, with Van Helsing putting the facts before you:
“The Czarina Catherine left the Thames yesterday morning. It will take her at least three weeks to reach Varna, but we can travel overland to the same place in just three days. Even allowing for two days less for the ship’s voyage, owing to the way in which the Count can influence the weather, and if we allow another whole day and night for any delays that may threaten to impede our journey, then we have a margin of nearly two weeks. And so, in order to be quite safe, we must leave here on the seventeenth at the latest. That way we shall reach Varna a day before the ship arrives, which will give us time to make such preparations as may be necessary. Of course, we shall all go armed against evil things, both physical and spiritual.”
“I understand that the Count comes from a wolf country,” says Quincey, “and it may be that he shall get there before us. I propose that we add Winchesters to our armament. I have a kind of belief in a Winchester when there is any trouble of that sort around.”
“Good!” says Van Helsing. “Winchesters it is. In the meantime, we can do nothing here. And I suspect Varna is unfamiliar to all of us, so let us go there sooner. It is as long to wait here as there. Tonight and tomorrow we can get ready, and then, if all be well, we will be ready to set out on our journey.”
Add the Winchester Rifle to your Adventure Sheet and turn to 227.

On section 27, the party of six Vampire-Hunters set out, arrive in Paris, and board the Orient Express. With the Blood score at exactly 8, we will proceed to section 306. It is there that Johnny Alucard approaches and attacks our hero in the name of Lord Dracula. An opportunity to use The Pen is Mightier presents itself here.
Please make your votes on whether to use it or not by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
Dr John Seward’s Adventure Sheet

Add 30 to the section number and read that one instead.
Agility = 10
Combat = 8
Endurance = 22
ESP = 6
Terror = 2
The Pen is Mightier: 2 uses
Equipment and Notes:
Winchester Rifle
Blood: 8
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
16
DR SEWARD’S DIARY
(Kept in phonograph)
4 October
DR SEWARD’S DIARY
(Kept in phonograph)
4 October
Come the afternoon, Van Helsing, Lord Godalming, Quincey Morris and I set off to find out what ship the Count had boarded and whither it was bound...
“I am sure the Count wishes to return to his Transylvania,” says Professor Van Helsing when the four of you arrive at the Port of London, “and I feel sure that he must go by the mouth of the Danube, or somewhere else in the Black Sea, since that is the way by which he first came to your England.”
And so, you begin your search by trying to ascertain which ships left for the Black Sea last night, following Arthur’s advice and paying a visit to Lloyd’s of London, where a record is kept of all ships that sail, no matter how small they might be.
Sure enough, there you discover that only one Black-Sea-bound ship went out with the tide, the Czarina Catherine, and she set sail from Doolittle’s Wharf for the Bulgarian port of Varna, and thence to other places along the Danube.
“So!” the Professor exclaims. “This is the ship the Count is travelling on.”
At Doolittle’s Wharf you find a large man sitting in a small wooden office and ask him about the Czarina Catherine. Red of face and loud of voice, accompanied by much swearing – having been given a little something by Quincey to loosen his tongue – he asks about among the stevedores until you are able to piece together what the Count has been up to.
* * * *
Yesterday afternoon, at about five o’clock, a man arrived at the wharf, who was clearly in a desperate hurry, with a great box upon a cart. He was tall, thin and pale, with a high nose, gleaming white teeth, and eyes that seemed to burn, so intense was his stare, and dressed all in black. He too was free with his money, making quick inquiries as to which ships were sailing for the Black Sea, which led him to an introduction with Captain Donelson of the Czarina Catherine.
He astounded everyone by lifting the great box down from the cart by himself. Having stowed it on board, the man told the captain he would return to check upon his cargo when he had seen to the business of filling in the necessary shipping forms. But having been paid, Donelson was keen to set sail, and had no intention of waiting for the man to return.
But a thin mist began to creep up from the river, and it grew, and grew, until a dense fog enveloped the ship and all around her. Indeed, the fog did not depart until the tall, thin man returned. He boarded to check on his cargo and went down with the mate and saw where it was placed, and then came up and stood awhile on deck in the fog. It was assumed he had left again by himself, for none saw him leave.
The fog began to melt away, and all was clear once more. The ship left on the ebb tide and by morning would doubtless have been far out in the mouth of the Thames.
“The Czarina Catherine will be well out to sea by now,” the Professor says, his bushy eyebrows bunching.
And so, having gleaned as much information as you can, the four of you return to Purfleet and Carfax Asylum.
* * * *
The following evening, Van Helsing calls another meeting of the Vampire-Hunters in your private study.
Turn to 96.
On section 96, Professor Van Helsing summarizes his findings from his Port of London visit. He also reiterates his insistence on pursuing Dracula as the story proceeds to section 130. With section 130 having a skull symbol, we will head to section 160 instead.
160
After a general discussion, the six of you determine that your next course of action will not definitely be settled upon until you have all slept on the matter, and spent some time considering the consequences of whatever actions may be taken.
You agree to meet again tomorrow at breakfast, and after making your conclusions known to one another, only then shall you settle upon the appropriate path.
* * * *
You rise early, with the feeling that sleep has done you the power of good much. (Restore up to 3 Endurance points and deduct 1 point from your Terror score.)
When you all meet again at breakfast, there is more general cheerfulness than you ever expected to experience again. It is truly wonderful how much resilience there is in the human character. It is only when you catch sight of the red blotch on Mrs Harker’s forehead that you are brought back to reality with a bump.
Van Helsing comes to your study later that morning. You can see that he has something on his mind.
“Friend John,” he says at last, “there is something that you and I must talk of alone, although later we may have to take the others into our confidence. I fear that our poor, dear Madam Mina is changing.”
A cold shiver runs through you.
“With the sad experience of Miss Lucy, we must this time be warned before things go too far. Our task is now in reality more difficult than ever. I can see the characteristics of the vampire coming into her face. It is now but very slight, but it is still there for those with the eyes to see it. Her teeth are somewhat sharper, and at times her eyes appear harder.
“But my greatest fear is this. If she can, by our hypnotic trance, tell what the Count sees and hears, is it not also true that he who hypnotised her first, and who drank her blood, and made her drink of his, should, if he willed it, compel her mind to disclose to him that which she sees and hears?”
You nod weakly. (Add 2 points to the Blood score.)
“In that case, we must keep her ignorant of our intent, for she cannot divulge that which she does not know.”
The Professor wipes his forehead, which has broken out in profuse perspiration at the thought of the pain which he might have to inflict upon the poor soul already so tortured, before leaving to prepare for the next meeting of your exclusive and terrible secret society.
Turn to 185.
(The last time we saw section 185, we immediately turned to section 205 instead due to playing as Mina Harker. No instructions to redirect apply this time as John Seward.)
185


When the Vampire-Hunters meet again it is without Mina. She passes on her apologies, saying that she thought it better that the rest of you should be free to discuss your movements without being embarrassed by her presence, considering those discussions will inevitably have to include the matter of what should be done with her, should she succumb to the vampire’s curse.
And so, with one member down, you discuss your plan of campaign, with Van Helsing putting the facts before you:
“The Czarina Catherine left the Thames yesterday morning. It will take her at least three weeks to reach Varna, but we can travel overland to the same place in just three days. Even allowing for two days less for the ship’s voyage, owing to the way in which the Count can influence the weather, and if we allow another whole day and night for any delays that may threaten to impede our journey, then we have a margin of nearly two weeks. And so, in order to be quite safe, we must leave here on the seventeenth at the latest. That way we shall reach Varna a day before the ship arrives, which will give us time to make such preparations as may be necessary. Of course, we shall all go armed against evil things, both physical and spiritual.”
“I understand that the Count comes from a wolf country,” says Quincey, “and it may be that he shall get there before us. I propose that we add Winchesters to our armament. I have a kind of belief in a Winchester when there is any trouble of that sort around.”
“Good!” says Van Helsing. “Winchesters it is. In the meantime, we can do nothing here. And I suspect Varna is unfamiliar to all of us, so let us go there sooner. It is as long to wait here as there. Tonight and tomorrow we can get ready, and then, if all be well, we will be ready to set out on our journey.”
Add the Winchester Rifle to your Adventure Sheet and turn to 227.

On section 27, the party of six Vampire-Hunters set out, arrive in Paris, and board the Orient Express. With the Blood score at exactly 8, we will proceed to section 306. It is there that Johnny Alucard approaches and attacks our hero in the name of Lord Dracula. An opportunity to use The Pen is Mightier presents itself here.
Please make your votes on whether to use it or not by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
Dr John Seward’s Adventure Sheet

Add 30 to the section number and read that one instead.
Agility = 10
Combat = 8
Endurance = 22
ESP = 6
Terror = 2
The Pen is Mightier: 2 uses
Equipment and Notes:
Winchester Rifle
Blood: 8
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Say No To Fascism. The left is the one true way to go.
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
Use The Pen is Mightier.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire
I think we can take him, even with a low combat score. Half vote to fight.
-This space intentionally left blank