Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Stories about games that you run and/or have played in.

Moderator: Moderators

User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by JourneymanN00b »

I second Beroli's plan.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Thaluikhain »

I agree with the plan.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

293

Will you cast:

Dagger of the Mind? Turn to 202

Gust of Wind? Turn to 307

If you have neither of these, or do not wish to use them, turn to 141.

202

The dagger appears about a metre in front of you, on the other side of the glass, and slices unerringly through the thread. You snatch up the harp as it drops and slides out into the room. Remember to note it down on your Character Sheet. Turn to 141.

141

There is a noise like a thunderclap. A hissing blue bolt of energy lances past your head and throws a shower of molten stone fragments from the wail. You drop low as you turn. Two Kappa stand in the doorway. One of them holds a strange steel sceptre, and the glowing tip of this is pointing straight at you. You have three choices:

Cast a spell Turn to 302
Fight Turn to 229
Escape by diving into the chute in the wall Turn to 116

229

One of the Kappa utters an anxious unhuman cry as you charge, but the other coolly levels his magical sceptre and shoots a second blast of energy. In order to dodge this you must roll equal to or less than your current AGILITY on two dice. If you succeed, turn to 184. If the dice score exceeds your AGILITY, turn to 278.

Rolling two dice (5, 1) yields a 6, which is less than Alcina's Agility.

184

Your sharp reflexes save you and you weave nimbly aside as the bolt streaks past and turns the floor behind you to magma. You snarl and leap towards the astonished Kappa. Turn to 39.


Image
This picture is included with this section, so here you go


39

The Kappa holding the sceptre backs away as its companion sweeps gracefully forward to intercept you. You are careful to ensure that the first Kappa gets no opportunity for another clear shot.

KAPPA VIGOUR 12

Roll two dice:
score 2to 5: You are hit; lose 3 VIGOUR
score 6 to 12: The Kappa loses 3 VIGOUR
If you kill it, turn to 59.

Round 1: Alcina rolls an 8(5, 3), dealing 3 damage to the Kappa (9 VIGOUR remaining)
Round 2: Alcina rolls a 7 (6, 1), dealing 3 damage to the Kappa (6 VIGOUR remaining)
Round 3: Alcina rolls a 7 (6, 1) dealing 3 damage to the Kappa (3 VIGOUR remaining)
Round 4: Alcina rolls an 8 (5, 3) dealing 3 damage to the Kappa (dead)

59

Throughout your battle, the other Kappa has been standing in the entrance to the Pantechnicon, calling out for reinforcements in the weird ululating wail of this oceanic species. A clamour of answering cries rings out across the empty quadrangle. The Kappa turns, bringing its sceptre round quickly but you are already racing towards the chute in the wall. Hearing the approaching Kappa outside the building, you hurl yourself into the dark opening. Another bolt of crackling energy misses you by inches. You careen down into darkness, and the piping shouts die away behind you. But relief at your escape quickly changes to alarm. You are on an almost totally frictionless slide, and you are building up considerable momentum. The far end of the chute is rapidly approaching — far too rapidly. Will you brace yourself for the impact (turn to 189), or attempt to protect yourself with a spell (turn to 214)?

Character Sheet
Character's Name: Alcina Kakarot
Vigour: 28
PSI: 8
AGILITY: 8
Items:
-Orb of Illumination
-Sword
-10 Gold Pieces
-Hipflask of Freshwater
-Pegleg
-Bottle of Vinegar
-Shield (deflects a hit on a roll of 6)
-Harp
Spells::
1)Burning Tiger
2) Befuddle
3) Gust of Wind
4) ESP
5) Mind Shield
6) Mirage
7) The Deadly Swarm
8) Seance
9) Dagger of the Mind
10) Invulnerability
11) Dodge
12) Healing
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Protect ourself with a Gust of Wind spell.

There's no question in my mind we're in a walking dead state and have been since we turned back when the sphinxes told us to...so, nothing for it but to learn as much as we can for next time.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by JourneymanN00b »

I agree with Beroli. Use Gust of Wind.

On another note to everyone:

My personal work situation has let up a little, but it is still very tight. There is a chance that I will be able to set up the Let’s Play before the weekend is out for the next title I have, which will be ACE Gamebook 07 - Ronin 47. However, this adventure is definitely another meat grinder, and the options to provide resurrections, item wishes, or other means of editorial control are certainly on the table to make the experience an enjoyable one.

My question to you folks is this: How many times are you willing to start the story over should we encounter certain death scenarios? Your response and the research I will be doing this weekend will influence how I run this particular title.

Thank you.
Say No To Fascism. The left is the one true way to go.
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

My answer would be: As many as necessary to reach the end.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

Agree with taking as many times as it takes.
-This space intentionally left blank
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

214
There are two spells which might save you. Which will you cast:

Your Gust of Wind spell? Turn to 244
Your Invulnerability spell? - Turn to 280

If you have used both of these, you can do nothing — except brace yourself and pray. Turn to 189.


244

Wind from out of nowhere roars up the chute as you descend. You slide gradually down the last few metres and emerge gently into the room at the bottom. Turn to 38.


38

The chamber in which you find yourself is a place of low vaulted ceilings, shrouded with centuries of dust that now hangs around you like a mist. You estimate that the chute has carried you into a subterranean section of one of the buildings on the north side of the quadrangle. The Kappa probably assume you have fallen to your doom, since none has risked pursuing you. In the light of the Orb you see a flight of steps leading up. Eager to get away from the choking clouds of dust, you kick your way through piled boxes full of decaying parchments and begin to ascend the steps. Turn to 103.

103

After a long, exhausting climb you reach a chill dank room and feel the fresh night air on your face. Edging towards a window, you look out across the quadrangle. You are on the ground floor of one of the ruined buildings north of the Pantechnicon. The quadrangle is swarming with Kappa patrols, swinging the beams from their flickering green lanterns across the crumbling facades as they search for you. You shrink back into the shadows just in time — one of the lantern-beams sweeps across the front of the building you are in. Fortunately, the Kappa seem to be gradually making their way south. In a few minutes the quadrangle should be clear and you can move on.

‘Pieces of eight!’ You are startled by the sudden voice right beside you in the darkness. The mynah bird you encountered earlier jumps on to your shoulder. It is obviously attracted by the dim glow of your Orb of Illumination because, before you can react, it has seized the Orb and torn it away with its powerful beak. You emit a stifled cry of rage and snatch at it, but it evades you with a flurry of black wings and flies off up the staircase to the next floor! If you hope to regain your magical Orb you must pursue it (turn to 79). If you think you can manage without the Orb, turn to 241.
-This space intentionally left blank
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

If you do believe that you have made a critical mistake, you are welcome to decide to backtrack to an earlier point and explore a different path. This is your adventure so you're in charge. If you were reading the book, there would be nothing stopping you from deciding to explore a different choice the moment you decided you wanted to. To reset back, I just need at least 2 full votes to do so.
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Let's keep going, I want to see what the old man will say if we claim Mantiss gave us the tuning fork. Though I remain convinced we're in a walking dead state.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

In that case, it looks like you're voting to chase the bird?
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Yes, do all the things that have previously proven successful until we're talking to the old man, is my (series of) vote (s).
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Thaluikhain »

We can try that, yeah.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

79

You leap up the steps behind the fleeing mynah. The chase carries you up some six stories and at last you emerge, breathless and shaking with fury, on the windswept roof. There is a cold spray of drizzle in the air. To your horror, the mynah is perched at ‘the very edge of the flat roof, on a weathered parapet overlooking the quadrangle. It sees you. For a moment you watch one another with what seems to be an air of mutual dislike. Then it spreads its wings — it is about to take flight, with your Orb of Illumination still in its beak! You will never reach it in time. You must use a spell.

Will it be:

Befuddle? Turn to 296
Dagger of the Mind? Turn to 186

Dagger of the mind was already cast to obtain the harp, and since no other options are available, Alcina casts befuddle.

296

The mynah bird immediately drops the Orb beside| it on the parapet and begins to stare about quizzically. As you step forward, it fixes you with a cross-eyed glare and then launches itself out into space. You watch it flap crazily away across the quadrangle as though drunk. Turn to 306.

306

Much to your consternation, the Orb is resting on the brink of the parapet. Even a light breeze would send it rolling off, to fall and shatter on the rough cobblestones far below. You reach forward, hardly daring to breathe, and gently close your fingers around it. While you are repairing the cord that secures it, you glance down. A few Kappa are straggling southwards across the wet quadrangle. The moon is climbing high in the sky — the tide will be rolling in around the southerly ruins by now. You peer out across the broken rooftops, but the misty rain obscures any view of the sea. As you return to the stairway, you notice a large block of greyish ice or crystal at the far end of the roof. If you wish to go over and take a closer look, turn to 37. If you wish to go back down to the ground floor, turn to 241.


37

Long centuries have passed since Thalios fell to ruin. Many of the derelict buildings have become unsafe. As you cross over towards the mysterious crystal, the roof suddenly caves in beneath you. You must roll equal to or less than your current AGILITY on two dice. If you succeed, turn to 90. If the dice roll exceeds your AGILITY, turn to 181.

Alcina's Agility is still 8 (her starting score). She rolls a 2 on her agility check, succeeding easily. Using original roll.

90

You manage to leap on to a more stable section of the roof and sigh with relief. Treading uneasily across the remaining distance to the crystalline block, you peer into its murky depths. Within, you seem to discern the outlines of a tall robed figure. The crystal surface is cold to the touch — but not cold enough to be ice. How long has it stood here, you wonder. How long has the faintly glimpsed figure been trapped within it? If you wish to try and free him, turn to 201. If you would rather hurry back down to the ground floor and get on with your search for Master Giru, turn to 241.

201

A worthy aim, but how do you intend to go about accomplishing it? Will you:

Swing your sword at the block of crystal? Turn to 149

Summon a Burning Tiger to melt it? Turn to 104

Use one of the items you have found? Turn to 233

233

You can think of at most two items which might prove useful. If you have them, you may try either a jeweled harp (turn to 195) or a bottle of vinegar (turn to 167). Failing that, you could cast your Burning Tiger spell (turn to 104) if you have not yet used it, or you could simply hack at the block with your sword (turn to 149).

Alcina has both a jeweled harp and a bottle of vinegar. Which would she prefer to try?

195

The first harp string that you pluck causes a ringing note to start up within the block of crystal. You are about to play on, but the note is getting louder and louder and you can see that the edges of the block are blurred by vibration. Covering your ears against the deafening whine, you throw yourself flat just as the block explodes into a thousand glassy fragments. You hear them whistle like a volley of razor-tipped arrows over your head, but none hits you. With the echo of the note still ringing in your ears, you get up and look around. Turn to 276.

276
The robed figure stands motionless for a few moments before clambering gingerly out of the ruins of his icy prison. His gangling body seems oddly misshapen under the folds of heavy maroon cloth, and for some reason he is wearing a large black mask with overlapping face-plates and eye slits set with faceted lenses. It is only when he speaks, and you see the plates at the bottom of the mask whirring in motion, that you understand that it is not a mask at all. It is the face of a gigantic insect.

‘Ezzteemed friend!’ says the insect-man in a buzzing imitation of human speech. ‘You have freed me from a mozt unpleazzant incarzeration.
For thiz, you have the gratitude of Lord Mantizz. Let me take you down to my treazure room, where we can dizcuzz your reward.’ He heads off towards the stairs, beckoning you to follow with a sweep of his knobbly chitinous hand. On the other hand, you notice, he wears a glowing silver gauntlet.

Lord Mantiss leads you down one flight of stairs and then through a maze of drear galleries. At last the two of you emerge on to a balcony high above a marble-floored hall. Lord Mantiss pauses for a moment as if sunk in thought, then his long arms reach out to encircle a huge chunk of masonry which he lifts up as though it were made of cardboard! A narrow doorway is revealed in the wall behind the block.

“My zecret treazure room,’ announces Lord Mantiss, inclining his head towards the dark doorway. ‘Pray enter and zelect what pleazzes you . . .’

Will you go through the doorway (turn to 71), or will you refuse to do as he asks (turn to 105)?

105
‘You rizk my dizpleazure,’ says Mantiss as you back away shaking your head. Somehow he manages to inflect his buzz with a note of threat. Suddenly he throws the chunk of masonry down with an angry cry and stamps his booted foot petulantly. ‘Really, thiz iz unaczeptable. Zaviour or not, I muzt teach you zome mannerz!’ With that, he whisks a slim sharp rapier from under his cloak and advances along the balcony towards you.

LORD MANTISS VIGOUR 15

Roll two dice:

score 2: His sword-thrust finds your heart and you die instantly.
score3 to 7: You are wounded; lose 3 VIGOUR
score 8 to 12: Lord Mantiss loses 3 VIGOUR

If you wish to FLEE by running along to the end of the balcony and down the stairs, turn to 221. If you fight him and win, turn to 122.

I am using the same rolls from the prior fight...

Round 1: 11 Lord Mantiss vigour 12
Round 2: 7 Alcina vigour 25
Round 3: 9 Lord Mantiss vigour 9
Round 4: 5 Alcina Vigour 22
Round 5: 4 Alcina Vigour 19
Round 6: 12 Lord Mantiss vigour 6
Round 7: 10 Lord Mantiss Vigour 3
Round 8: 6 Alcina vigour 16
Round 9: 10 Lord Mantiss Vigour 0



122

Your skin crawls as you approach the twitching insectile corpse, now leaking a turquoise ichor from several wounds. You leave the rapier — not your kind of weapon at all! — but divest Mantiss of his glowing silver gauntlet and a small steel tuning-fork that dangled on a thread around his segmented neck. If you wish to wear the gauntlet, turn to 236. If not, you place the items in your backpack and descend to the ground floor of the building (turn to 241).

Based on prompts, Alcina knows that this is a Glove of Unerring Dexterity, but in order to explore other paths, she will NOT WEAR IT.

236
It is a Glove of Unerring Dexterity. As long as you wear it, you add 1 to every Combat Roll you make during a fight. (If, for example, you were to roll a 7 in combat then you would count this as an 8.) Furthermore, if you score a ‘double 6’ in any Combat Round then this means you have struck right through your opponent’s guard, killing him/her/it instantly! You are extremely lucky to have come across a magic item of such power. With a spring in your step, you make your way back to the ground floor. Turn to 241.


241

You wait until the Kappa have all gone and then edge cautiously around the quadrangle. The moon hangs mistily above the drizzle; its reflection is a silvery smear on the wet ground. Twice you have to retreat back into the darkness of broken doorways to avoid Kappa patrols, but eventually you reach the point where you first entered the quadrangle. Without warning, a black shape almost a metre across darts out of the shadows nearby and swiftly moves towards you. It makes a sound like bones rattling together as it runs. Before you can react, or even discern the details of its form, it has reached you. A stabbing pain lances up your leg. Lose 2 VIGOUR and, if you are still alive, turn to 60.

60

You are being attacked by a Sentinel Crab. The Kappa train these huge crabs and use them like guard dogs. You draw your sword and fend away the one that has just wounded you, but even as you do so you see more of the horrible creatures scuttling across the cobblestones towards you. There are too many of them to fight — and rather than waste your spells you decide to run for it.

Which way will you go:

South, to the Avenue of Sphinxes? Turn to 158
East, back along the narrow alley to the plaza by the Temple of Swords? Turn to 85

Alcina already knows that going South is certain death, so she goes East, back along the narrow alley.

85

You stumble desperately along in near-darkness. Behind you, the Sentinel Crabs pour like a hungry black tide into the alleyway, eager to tear your fragile flesh with their hard, snapping claws. In your panic-stricken flight you blunder into the corpse of the pirate. Stumbling, you stare for moment straight into the shadowy lines of his dead face. You regain your footing and scramble breathlessly on. The clattering sounds of pursuit stop abruptly. You glance back over your shoulder and see why, and the sight makes your stomach churn with revulsion. Chancing upon the pirate’s corps the Crabs are unable to resist the lure of carrion meat. They swarm all over the body, plucking at it ravenously. In their senseless exultation at the grisly feast they have forgotten you entirely. You hurry east to the plaza and make your way south to the Bridge of Blue Skulls. Turn to 108.

108

The curiously-named Bridge of Blue Skulls once spanned one of the proud canals of ancient Thalios, but as the land sank the sea gradually crept in. The bridge now links an island to the main part of the city. On a hill ahead of you, stark against the starry sky, looms the brooding Citadel of Conundrums. You glance down as you cross — the ground under the bridge is impassable sludge. At high tide the supports will be under several feet of water. As you reach the south end of the bridge and start up the rough pathway to the Citadel, a ragged figure shambles from behind a gnarled tree. Startled, you jump back with your sword half-drawn. In the moonlight you see nothing more threatening than a filthy old beggar. He wanders up to you with palm outstretched and you can smell his rancid breath as he croaks, ‘Money for a poor old man, noble friend. I expect no more than one piece of gold, though I'll not refuse more!’ If you wish to give the beggar a Gold Piece, turn to 130. If, in a mood of reckless charity, you choose to give him two Gold Pieces, turn to 217. Remember to cross the cash off your Character Sheet. If you have no gold, or decide not to give any to him, you can ignore his grumbled curses and pass on up the path to the Citadel (turn to 41).

217

He takes the coins and tests each with a single yellow tooth which he has somehow kept in his rheumy jaw for just that purpose. There is a look of near disbelief in his eyes as he realizes you actually have given him two genuine Gold Pieces. In a whining voice he tells you he is Boolag the Beggar, and he has eked out a living in Thalios for several years. He does not disclose his usual source of income, nor what use he has for gold in these apparently deserted ruins. Impatient to be on your way, you cut short his ramblings and start to brush past him. ‘Watch out for Nuckelavee,’ he calls after you, ‘he’s much worse than them coral fellers!’ This sounds interesiing. You turn and look back at him. He pulls a face and stares forlornly at his two coins. If you wish to give him another for more information, turn to 115. If you carry on up to the Citadel, turn to 41.

115

Boolag catches the Gold Piece you toss to him. ‘He don’t like fresh water. Afraid of a fresh water bath, that’s old Nuckelavee!’ He cackles, obviously more than a little in need of a bath himself. ‘Not afraid of much else, though.’ He pockets his money and scurries off into the shadows. Despite his decrepitude, he is quite nimble and stealthy; you soon lose sight of him. You continue up the path to the Citadel. Turn to 41.

41

You reach the weed-choked forecourt of the Citadel. Its heavy bronze doors stand open, enticing you to enter and uncover whatever secrets and treasures lie within. But as you draw closer and gaze into the moonlight shadow beyond the doors, you cannot escape a feeling of dread. Will you brave the dangers of the Citadel (turn to 102), or will you take the path down to the western shore of the island (turn to 20)?

102

The interior of the Citadel is unlit. To enter and explore it, you must still have your Orb of Illumination. If you do, turn to 225. If you have lost the Orb, you must make your way down to the shore by turning to 20.

The orb briefly left Alcina's possession, but she was able to reclaim it from the mynah bird.

225
The entrance hall is built on a massive scale, and even the light of the Orb does not reach beyond the towering pillars to the ceiling high above. The walls are decorated with a swirling tracery of inlaid silver. Seeing a corridor not far away, you head along it. After a short distance you come to an embossed metal door in the wall to your left. If you want to stop at the door, turn to 96. If you want to walk on, turn to 288.
Image

96

The door is of a strange metal with a purple hue. You have never seen anything like it before. Set into the middle is a tablet of rose-red stone in which a single angular glyph has been incised. You puzzle over this for a moment or two; it seems vaguely familiar. You scratch your head. Suddenly it comes to you — the glyph represents a specific musical note, part of a tonal ‘alphabet’ devised by the scholars of Thalios. Some of this musical notation has survived the centuries since Thalios fell, being handed down to the present in the form of certain arcane cadences used in ritual sorcery. You are thus able to interpret the note which this glyph represents.

The door has no handle, nor does it yield to pushing. Perhaps there is some item in your backpack which would open it? You might try:

A silver figurine with pearl eyes Turn to 246
A jewelled harp Turn to 16
A tuning fork Turn to 81
An unidentified potion in an alabaster jar. Turn to 65

Or, if you cannot or will not use any of these items, you may continue along the corridor (turn to 288).

Alcina now has the tuning fork, which she tries:

81

You strike the tuning fork against the stone plaque and it rings with a clear, high note. The incised musical glyph glows a bright gold in response and as you watch, the door slides ponderously up into the wall. Watery emerald light filters out through a shower of dust.

You step into a humid chamber bathed in a deep green radiance. Limpets and fronds of seaweed festoon the rough stone walls, giving it the appearance of an undersea grotto. Beside a sparkling pool, a shrivelled old man sits at a table of unpolished coral. At first glance, the dim light makes it seem that he has two heads — but then you see that he actually has a huge globular spider squatting on one shoulder! A few crudely hewn steps lead down to where he is sitting. You descend these and stand watching him, trying to throw off the qualmy notion that the spider is whispering something in his ear. Suddenly the old man looks up.

‘Aha!’ he says in a thin reedy voice. ‘I don’t get many visitors. You have Mantiss’s tuning fork, I see. Did you steal it from him — that charlatan, that self-styled patrician? Perhaps you slew him, eh?’ What will you reply to this outburst: that you killed Mantiss (turn to 145) or that he gave you the tuning fork as a gift (turn to 63)?

63

Are you wearing Mantiss’s gauntlet? If so, turn to 121. If you are not wearing this item, turn to 161.

If Alcina was wearing the gauntlet, you would turn to page 145 and fight the old man.

161

The old man seems to find your story plausible. He smiles and tells you his name is Chu; he does not introduce you to his spider. Since you wear the gown of a sorcerer, Chu offers to show you a conjuring trick. A copper wristband jangles on his scrawny arm as he places three shiny turret shells on the table. Beside them he puts a large pearl. ‘I will put the pearl under one of the shells— like so,’ he explains. ‘You must watch carefully as I switch the shells about. Try to keep your eye on ‘the one with the pearl. Easy, eh? Let’s make the trick more entertaining — you wager one of your possessions against one of mine.’

If you are not prepared to stake one of your items on such a trick, leave the room and turn to (288. If you accept Chu’s offer, decide which item you will wager (it may not be your sword or the Orb of Illumination) and turn to 6.
Character Sheet
Character's Name: Alcina Kakarot
Vigour: [28] 14
PSI: 8
AGILITY: 8
Items:
-Orb of Illumination
-Sword
-10 7 Gold Pieces
-Hipflask of Freshwater
-Pegleg
-Bottle of Vinegar
-Shield (deflects a hit on a roll of 6)
-Harp
-Gloves of Unerring Dexterity (+1 Attack, 12 automatically kills opponent)
-Tuning Fork
Spells::
1)Burning Tiger
2) Befuddle
3) Gust of Wind
4) ESP
5) Mind Shield
6) Mirage
7) The Deadly Swarm
8) Seance
9) Dagger of the Mind
10) Invulnerability
11) Dodge
12) Healing
-This space intentionally left blank
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Thaluikhain »

Hmmm, want to gamble, not sure which item to stake. The vinegar, perhaps?
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

We need the vinegar to wash our shoes while keeping the freshwater for Nuckelavee. Bet the harp, it's probably done.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

Either way, we will turn to 6 and it may not matter. While we wait to figure that out...

6
Chu switches the inverted shells around with blurring speed, but you are fairly sure that you know which one the pearl is under. He looks up at you smugly. If you wish to point out the shell you have your eye on, turn to 286. If you wish to cheat with a Mirage spell (assuming you have not already cast it earlier in the adventure), turn to 261.
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Use a Mirage spell.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Thaluikhain »

Half vote for playing fairly.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

Theme From M*A*S*H wrote: The only way to win is cheat and lay it down before I'm beat
and to another, give a seat, for that's the only painless feat
'cause suicide is painless, it brings on many changes
and I can take or leave it if I choose

261

Chu lifts the conical shell — to reveal a fat, gleaming pearl. He starts in astonishment, not realizing it is merely an illusion. The large round spider fidgets and watches you mistrustfully, turning this way and that to bring you under the scrutiny of each of its wine-dark eyes. ‘Extraordinary!’ gasps Chu at last. ‘I can’t imagine how you knew. Still, I’m a man of my word . . .’ He reaches into a corroded bronze chest behind him and brings out a ship in a bottle, which he hands to you. ‘Since you are a friend of Mantiss, and a true adept in the art of obfuscation, I don’t at all mind letting you have this.’ You thank him and leave the room to head further into the Citadel. Turn to 288.

288
The corridor turns to the right and you follow it on into a wide gallery that stretches ahead of you. The wall panels and pinewood beams have taken on a rich lustre with age. A flood of cheerless amber light comes from a giant crystal with twenty glowing facets which hangs in the air in the middle of the gallery. You approach with caution. It is producing a low humming, and every so often spins around into a new orientation. It is obviously far too big to take with you, even if you knew a way to cancel out the force which keeps it hovering above the floor, so you start towards the far end of the gallery.

It seems to you that the humming from the crystal abruptly changes in pitch. Something moves at the edge of your vision — tall shadows, leaping wildly along the panelled walls as the crystal turns. They look like gaunt yammering demons glimpsed in a dream. One of the shadows advances noiselessly across the wooden floor like a slithering snake. Without really thinking about it, you find yourself running for the end of the gallery. The capering shadows keep pace with you, flitting in a mad tangle across walls, floor and ceiling, converging on the two archways you can see ahead of you. Their rushing shapes form a weird pattern, like swaying seaweed. Or a closing web.

You are nearly at the end of the room. You are running like the wind, but your mind is clear and free of panic. You consider the two archways ahead of you. Both seem to lead into the same chamber beyond, but one is framed by giant antlers while the sweeping tusks of a mammoth enclose the other. Will you pass through the archway with the frame of antlers (turn to 230), or the archway with the frame of tusks (turn to 176)?

176

The shadows issue through the archway in pursuit of you, a black tide of malice bent on your destruction. As each shadow passes through, it begins to take on form and substance. In place of shadows, you find yourself surrounded by twenty armoured gladiators with nets and tridents. You grit your teeth. You are too heavily outnumbered to stand a chance, but you refuse to die without a fight. You swing your sword in a deadly arc and leap at the nearest gladiator. To your amazement, he dissolves in a many-coloured mist the moment your blade strikes home. You sweep your sword back and another vanishes. Puffing up your cheeks, you blow at a third; he goes out like a candle flame. You were about to give up hope in the face of a horde of illusions! Laughing, you dispel the remaining gladiators with similar ease and continue further into the Citadel of Conundrums. Turn to 162.

162

A slight draught along the passage wafts a charnel odour in your face. You soon discover the source of the smell as the passage widens out into a fetid room where the walls and floor are sticky with half-dried blood. It is like a slaughterhouse, though you see no carcasses lying about. Feeling your gorge rise at the awful stench and sight of the place, you pinch your nostrils and hasten over to one of several exits. You find yourself in a confusing maze of tunnels, but your sense of direction is good and you are confident of finding your way through them. You notice with some disgust that your boots are soaked in blood, causing you to leave a trail of gory footprints as you progress through the winding tunnels. If you wish to clean your boots, you could wash off the blood with the water in your flask — or with something else, if you have any other liquids. If you do this, cross the liquid you use from your Character Sheet and turn to 308. If you decide not to bother, turn to 252.

Alcina uses the bottle of vinegar to avoid an unnecessary fight that also costs her her sword. There is a small detour if she loses her sword that lets her get another, worse, one. For the sake of misery tourism, that option is described below.
160 wrote:
You are not at all happy about leaving your trusty sword behind, but you are resourceful and will manage without it. At the end of the tunnel you find a room piled high with old bones, all doubtless picked clean by the gluttonous Blood Fiend. You are glad to see that the stupid monster also left some of the weapons and armour of its victims here. You try out some of the weapons for balance, and finally select a strong broadsword to take with you. It is not as fine a sword as the one you lost, however, so for the rest of the adventure you must subtract 1 from every Combat Roll you make. (If, for example, you were to roll a 6 then this would actually count as a 5. A roll of 2 is unchanged.) Should you be wearing the Glove of Unerring Dexterity, its bonus will of course cancel out the penalty due to your new weapon. A corridor leads on from the room. You proceed along it. Turn to 219.
Since she avoids the fight this time, we proceed with 308, that also leads to 219.

308
At the end of the meandering tunnel you find a room strewn with mouldering skeletons. Many still wear scraps of decaying armour, or clutch rusting weapons in their fleshless hands. You do not waste any time here, but walk along a corridor leading on from the room. Turn to 219.

219

A staircase ahead of you leads to the upper floors of the Citadel. You are about to start up it, but then you pause and reconsider. You still have to find Master Giru, and you doubt if he is anywhere in this puzzling edifice. It is time you started for the way out. Will you try:

A small door to your left? Turn to 51
A side passage to your right? Turn to 93

51
The door opens and you step into a narrow room. The air reeks of brine and the walls sparkle with a mantle of caked salt; it reminds you of hoarfrost. Across the room, beyond a stout iron grating, you see a set of black leather reins hanging from a hook on the wall. You examine the grating. It is firmly secured and the bars are far too strong for you to stand any chance of bending them. Do you have an unidentified potion in an alabaster jar? If so, turn to 137. If not, you leave the room and go down the passage opposite (turn to 93).

93
You walk along the passage and emerge through a concealed space behind a pillar into the cavernous entrance hall. A cold sea breeze is howling around the Citadel and throwing in scattered leaves and a spray of drizzle through the open doorway. You decide to leave and head down to the western shore. Turn to 20.

20

You find a point where the high wall around the Citadel has fallen in. Clambering over this, you discover the sea lapping in along the pebble beach with a calming sigh. But as you look at the breaking waves, you find yourself imagining legions of Kappa troops waiting to emerge from the fastnesses of their oceanic realm, to rise out of the water and spread bloodshed and terror. You glance up at the moon, now a watery pearl behind a fine pall of drizzle. Gargantuan clouds slide imperceptibly across the sky. Somewhere in the ruined city, is Master Giru watching the same moon, waiting to guide you to the Eye of the Dragon? Or have the Kappa already found him and dragged him with them beneath the waves? You must pray for the former, and try to locate him with all speed.

Across a 100 metre stretch of water you can see the Consul’s Palace. If you wish to cross over to it then a boat would be useful — but there is none in sight. Will you walk south along the shore in search of one (turn to 72), or will you stay here and try to think of another way to get across the bay (turn to 179)?

Alcina knows that heading south will lead her to a boat that is unsafe for travel, and will have to deal with a mermaid and potentially lose her items if she attempts it. She can think of another plan at the boat, or she can think of another plan here. When thinking at the boat Alcina has the option of casting a seance spell or using a potion of wind walking. If she does her thinking immediately, she gets those two options, plus a third option (play a jeweled harp). Both of the repeated options lead to the same page number if made later. This time Alcina does not have a potion of Wind Walking (acquired by killing Chu).

179

What plan will you try:

Drink a Potion of Wind Walking? Turn to 25

Play a jewelled harp? Turn to 204

Cast a Séance spell? Turn to 281

If none of these options is open to you, you must go looking for a boat (turn to 72).



Character Sheet
Character's Name: Alcina Kakarot
Vigour: [28] 14
PSI: 8
AGILITY: 8
Items:
-Orb of Illumination
-Sword
-10 7 Gold Pieces
-Hipflask of Freshwater
-Pegleg
-Bottle of Vinegar
-Shield (deflects a hit on a roll of 6)
-Harp
-Gloves of Unerring Dexterity (+1 Attack, 12 automatically kills opponent)
-Tuning Fork
-Ship in a Bottle
Spells::
1)Burning Tiger
2) Befuddle
3) Gust of Wind
4) ESP
5) Mind Shield
6) Mirage
7) The Deadly Swarm
8) Seance
9) Dagger of the Mind
10) Invulnerability
11) Dodge
12) Healing
Alcina has not yet cast Healing; if she expects to fight the liches she may want to do so, even though one point of healing will be wasted.
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Cast Seance, and cast Healing before we reach the far shore.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by JourneymanN00b »

I agree with this.

Sorry to everyone for getting their hopes up with Ronin 47... I had a lot of things to do this weekend, and I was waay too exhausted to even begin setting it up. It will probably be a couple of weeks before I can be ready for another attempt.
Say No To Fascism. The left is the one true way to go.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

Alcina casts healing, restoring herself to full VIGOUR. Then she casts seance.

281

Whose ghost will you summon? You might try the beggar you met on the Bridge of Blue Skulls, in which case turn to 100. If he has not died since you encountered him then the spell will be wasted, of course. If you have come across the body of a one-legged pirate during your adventure, then you could attempt to call upon his ghost — in this case, turn to 46.

Regardless of whether Alcina chooses the beggar or the pirate, she gains the same information and is directed to the same
subsequent page. Both options are given below:
100
A faint image rises out of the shingle close by you. It is the ghost of the beggar you met earlier. It body is pierced by a dozen spears and there are only hollow sockets where once were its eyes. You guess that the beggar must have run into a Kappa patrol not long after he left you.

“Who is there?’ moans the ghost, reaching out towards you with its moon-pale hands. ‘I sense another. Help poor Boolag if you can, I beg you.’

“You are past any help that I can give,’ you tell the ghost. ‘I have called you here to help me. Tell me if you know of any way across to the Consul’s Palace.’

‘A man rowed to this shore, a pirate. I saw him moor his boat south of here. I saw him hide the oars under a thorn bush nearby. I saw this, when I still had eyes to see with.’

The ghost advances upon you, groaning, twisting its diaphanous fingers in a pleading gesture. It walks right through you, wracking your body with an uncontrollable shudder. You feel as though the blood in your veins had momentarily run with ice, and you cannot quite suppress a cry of fear. When you have recovered your composure enough to look around, the ghost is no longer there. Turn to 220.
46
The translucent figure of a hard-faced pirate take shape above the waves in front of you. His velvet coat hangs dankly about him like a grave-sheet His beard is tangled and matted; it looks like drying seaweed. ‘Who is it?’ he says in a cold and distant voice. ‘Who calls me back to this world when I was being made so comfortable in the next?’ He utters a bleak, mirthless laugh.

‘I have summoned you,’ you call out, keeping your voice loud to mask a slight tremor of unease, ‘and I command you. I desire to cross this bay to reach the ancient palace yonder. If you know of a means by which I can do this, I now require you to speak!’

‘Command me!’ snarls the ghost. ‘No man commanded Black Jack Tar when he lived, damn your eyes. Go for my boat, moored to the jetty just south of here. The oars are hidden under a thicket nearby.’ He begins to shiver and fade. ‘I’ll see you soon enough in hell, you lily-livered landlubber ... The voice trails off and is lost on the sea breeze. Turn to 220.

220

You find the oars, hidden under some rocks in a thorn bush close to the jetty where the rowing boat is moored. You climb aboard and cast off. You row for the far side of the bay, but as you near it the boat shudders and lurches to a halt. You have run aground on a sandbank. You get out and try to push the boat free, but to no avail. It has sunk too deep into the soft wet sand, and you will have to abandon it. Fortunately, it appears that the sandbank joins with the western shore of the bay. You should be able to get the rest of the way on foot. Turn to 156.

I don't know that Alcina can wear the gloves if she didn't choose to wear them initially, but I'm going to use the same fight result as last time (with the only difference that you are starting at full Vigour instead of down 1).

156

You slowly trudge along the sandbank. The ground underfoot is a waterlogged quagmire in which you sink almost to the level of your knees. It sucks you down and seems to begrudge your every step with a sound like the hideous smacking of giant lips. Clinging weeds slow your progress and you are soon feeling weary. The shore is barely twenty metres off, but it seems ten times that distance. Suddenly two tall figures rise up from the mud to block your path. A cloud drifts across the moon, and you see them only faintly — dark and deadly figures in clanking armour. Slimy tendrils of seaweed hang from their rusty antique swords and barnacles crust the ornate iron plates that cover them. There is a rotting stench, barely masked by the smell of the sea. A shaft of moon-light falls across their open visors, and all you see within are the fleshless weed-draped grins of skulls. They are Lich Knights, drowned warriors from ancient times who exist only to bring death to others. There is no time even to think of a spell as they lift their huge two-handed swords — nor can you FLEE from them with the marshy sand tugging at your ankles. You must fight for your life.


First LICH KNIGHT VIGOUR 15
Second LICH KNIGHT VIGOUR 15

Roll two dice:
score 2 to 4: You are hit twice; lose 6 VIGOUR
score 5 to 8: You are hit once; lose 3 VIGOUR
score 9 to 12: One of the Lich Knights (you choose) loses 3 VIGOUR

If you overcome one of them, turn to 11.

The Fight

Alcina has three major advantages compared to the last fight; she has more VIGOUR, she has a +1 to attack rolls, and she has a 16.67% chance of negating each hit she takes. The two have the same VIGOUR so the only strategy is to apply all the damage to one until it drops.

Round 1: 11 (6, 4, +1) Lich Knight 1 loses 3 Vigour (LK1 12 Vigour remaining)
Round 2: 8 (4, 3, +1) Shield (4) Alcina loses 3 Vigour (Alcina 24 Vigour remaining)
Round 3: 8 (5, 2, +1) Shield (5) Alcina loses 3 Vigour (Alcina 21 Vigour remaining)
Round 4: 10 (5, 4, +1) Lich Knight 1 loses 3 Vigour (LK1 9 Vigour remaining)
Round 5: 8 (4, 3, +1) Shield (4) Alcina loses 3 Vigour (18 Vigour remaining)
Round 6: 11 (6, 4, +1) Lich Knight 1 loses 3 Vigour (LK1 6 Vigour remaining)
Round 7: 5 (3, 1, +1) Shield (5) Alcina loses 3 Vigour (15 Vigour remaining)
Round 8: 11 (5, 5, +1) Lich Knight 1 loses 3 Vigour (LK1 3 Vigour remaining)
Round 9: 7 (4, 2, +1) Shield (6) Alcina avoids taking any damage
Round 10: 11 (6, 4, +1) Lich Knight 1 loses 3 Vigour (LK1 0 Vigour remaining)

11

The other Lich Knight gives vent to a horrible scream as its comrade topples off the bank into the water. You seem to sense Death at your shoulder, to hear his soft sere chuckle in your ear. You somehow find the strength to battle on.

Roll two dice:
score 2 to 6: You are wounded; lose 3 VIGOUR
score 7 to12: The Lich Knight loses 3 VIGOUR

If you win, turn to 142.

Round 11: 11 (6, 4, +1) Lich Knight 2 loses 3 Vigour (LK 2 12 Vigour remaining)
Round 12: 5 (2, 2, +1) Shield (1) Alcina loses 3 Vigour (12 Vigour remaining)
Round 13: 11 (6, 4, +1) Lich Knight 2 loses 3 Vigour (LK 2 9 Vigour remaining)
Round 14: 12 (6, 5, +1) Lich Knight 2 losese 3 Vigour (LK 2 6 Vigour remaining)
Round 15: 6 (4, 1, +1) Shield (6) Alcina avoids taking any damage
Round 16: 7 (5, 1, +1) Lich Knight 2 loses 3 Vigour (LK 2 3 Vigour remaining)
Round 17: 5 (2, 2, +1) Shield (2) Alcina loses 3 Vigour (9 Vigour remaining)
Round 18: 9 (5, 3, +1) Lich Knight 2 loses 3 Vigour (LK 2 0 Vigour remaining)

142

You fall to your knees in the mire. Your limbs quake with exhaustion and you are almost sobbing for breath. Blood streams from a deep gash on your brow. Through a red haze you stare at the armoured bodies of the fallen undead. For a few moments while locked in mortal combat with them, you almost gave in to despair. But you prevailed — just as you will prevail against the hated Kappa, by your oath as a Warrior Mage of the Elder Realm! You pick yourself up and struggle the rest of the way to the shore. Turn to 128.

128

Silent and stealthy, you creep along the outer wall of the Palace and into the courtyard. The ancient buildings tower up on all sides. An ornamental fountain, choked with moss and rainwater, stands in the centre of the courtyard. The statue above it has crumbled away, though some of the long-dead sculptor’s genius is still there to be glimpsed in the weathered lines. Wary in case there are Kappa soldiers about, you move out of sight into the deep shadows opposite the gate. You literally stumble upon a broken skeleton half-buried in the wet gravel. A few fragments of rusted armour still enclose it like tenacious, grasping fingers. An adventurer who came here before you. Perhaps decades before.

You must find Master Giru, and you sense he is somewhere in the Palace. To explore it, you will need your Orb of Illumination. If you still have this item, turn to 62. If you have lost it, turn to 114.

Alcina still has her orb.

62

The task of searching for Giru through the labyrinth of halls and corridors within the Palace will not be easy. Like all the nobles of your race, you have a limited sixth sense. This may guide you, but it is neither precise nor reliable. Now is the time to use your Séance spell, if you still have it. Whose ghost will you summon:

One of the warriors who met you at the gates of the city? Turn to 264
The man whose mortal remains lie at your feet? Turn to 89

If you have already cast the spell, turn to 242.

Alcina cast Séance to find the oars for the boat.

242

You step through open doors into the building. You are in a large hall. The sprawling Palace corridors stretch off into the distance to either side. Will you turn right, and make your way towards the west tower (turn to 168), or left, and make your way towards the south tower (turn to 101)?


Character Sheet
Character's Name: Alcina Kakarot
Vigour: [28] 10
PSI: 8
AGILITY: 8
Items:
-Orb of Illumination
-Sword
-10 7 Gold Pieces
-Hipflask of Freshwater
-Pegleg
-Bottle of Vinegar
-Shield (deflects a hit on a roll of 6)
-Harp
-Gloves of Unerring Dexterity (+1 Attack, 12 automatically kills opponent)
-Tuning Fork
-Ship in a Bottle
Spells::
1)Burning Tiger
2) Befuddle
3) Gust of Wind
4) ESP
5) Mind Shield
6) Mirage
7) The Deadly Swarm
8) Seance
9) Dagger of the Mind
10) Invulnerability
11) Dodge
12) Healing
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Go toward the south tower.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

101

In case there are Kappa observing the building from outside, you lace your fingers around the Orb of Illumination and use only a single narrow beam to show you the way. It would not do to have a light spotted in one of the Palace windows. After almost half an hour of aimless searching from room to room, you are beginning to think you should go back and try the other way. At that moment, just as you are passing a mosaic screen set in one wall of the passage, you hear a scratching sound. Your first thought is of rats, and you know you are right when you see the frail mosaic wall crumbling and a hundred tiny red eyes glare at you from the yawning darkness beyond. Suddenly they pour through the gap, squeaking hungrily. You catch the damp furry smell of them as you dash back along the corridor. You sweep many aside with your sword, but still more rush in. Evilly sharp teeth tear through the tough leather of your boots, lacerating your skin. By the time you have got to the door at the end of the corridor and slammed it shut against their pursuit, you have lost 4 VIGOUR points. You now have no choice but to head back, towards the west tower. Turn to 168.




Image




168

Your fruitless search takes you through scores of forlorn empty rooms and twisting corridors. Finding a grand staircase, you ascend to the upper apartments of the west tower. A startling sight awaits you — a disembodied yellow hand which is floating towards you through the air! When it sees (?) you, it splays its fingers in mimed surprise and then begins to drift away along the passage, beckoning you to follow. It leads you through a series of echoing corridors and hallways and up several flights of stairs before finally coming to a halt in front of a sturdy bronze door. An impatient jerk of its thumb indicates that it wants you to go through. If you wish to open the door, turn to 228. If you would rather use an ESP spell first to find out what is on the other side, turn to 194.

If Alcina uses Detect Thoughts she'll be instructed to turn to page 228. If she does not, she turns to 228 immediately. In order to avoid using a spell unnecessarily and keep things moving, Alcina will open the door.

228

The door opens and, with an elegant gesture, the hand motions you to step inside. You enter a room lit by a single lantern. Two guards wearing the livery of the Academy flank the door. They turn to face you, hands flying to their swords, but the third man in the room waves them away. He is in his sixties and wears the austere robes of the Academy. He has a heavy build that suggests he may have been a fighter in his youth, but he has the kindly eyes of a scholar. It can be none other than Master Giru.

The hand smugly points you out to Giru, then flits over to him and shrinks until it is small enough to enter a ring on his finger. He snaps the clasp of the ring shut to seal it in. ‘Welcome!’ says Giru, taking you by the hand. ‘We feared the Kappa had got you.” He sees you staring at his ring. ‘Ah, you are bewildered by the scout I sent looking for you. That was Sinistrum. He’s a genie — or rather, the last bit of one. The rest of him was destroyed in a magical duel six centuries ago, but I found the hand in a jar I dug up on one of my archaeological expeditions. He is a good servant for simple tasks, though he will spitefully misinterpret any complex or important command. Still, come and sit down. You look as though you've been through hell to get here!’

Image
Master Giru, I presume.


You gratefully take a swig from the brandy flask he pushes into your hand. ‘Did you meet up with the four men I sent to bring you here?’ he continues. The look in your eyes gives him his answer, and he hangs his head sadly. The guards’ faces are dark and grim.

‘Tomorrow there will be time for mourning,’ you tell them. ‘Our immediate priority is to escape from the ruins with the Eye.’

Giru surprises you by telling you that he does not have the Eye here. ‘It is still in its casket atop the Vault of Heroes, on a promontory to the west. I considered it dangerous to move even the unopened casket before you got here.’

You jump to your feet. ‘What are we sitting around here for, then?’ you cry. ‘We must get to the Eye quickly, before the Kappa find it.’

Giru shakes his head and waves you back to your chair. ‘Too late for that, I’m afraid. They found it hours ago, when they first came out of the ocean and surprised us. Still, that isn’t as bad as it sounds. The last thing I did was to activate a force field device that I'd already set up around the Eye as a safety measure. That force field will prevent the Kappa from reaching the Eye, and the device is not set to turn itself off until several hours after sunrise. We may as well get some sleep now. The Kappa are accustomed to a dim, watery light, so dawn will give us at least one advantage over them.’

You are forced to admit that Giru’s suggestions make sense. The four of you settle down as comfortably as you can in the spartan room. You find, however, that sleep does not come easily. Your mind is awhirl with thoughts of the coming day.
You may be facing the greatest battle of your life — and, as yet, you have no inkling of how you are going to win it. You yawn, feeling all the fatigue of the last few hours. Turn to 277.



277

‘It is time to leave,’ says Master Giru, waking you. You have been asleep for several hours and a wan, grey predawn light now filters into the room. “We have a problem,’ he continues. ‘The promontory on which the Vault of Heroes stands is completely . cordoned off by a force of at least fifty Kappa. I have just been up to the roof of the tower and seen them for myself. The only way we could reach the Eye would be to fly across.’

You explain that none of your spells gives the power of flight, but you may have an item that will help. You lay out all the items you have collected in the course of your adventure and go over them one by one with the knowledgeable old scholar. Do you have a ship in a bottle and a sheet of strange fabric? If so turn to 198. If you do not have both of these items, turn to 35.

Alcina has the ship in a bottle, but she does not have a sheet of strange fabric.

35

Do you, in that case, have a golden apple? If so, turn to 68. If not, turn to 55.

Alcina does not have a golden apple, either.

55

Giru places his hands on the table in a gesture of resignation. ‘There is nothing here that we can use to reach the Eye,’ he says sadly. ‘The Kappa will soon claim it and take it back to their undersea kingdom. We have failed.’

The four of you sit in silence, heads bowed dejectedly. In a few hours the Kappa will have left Thalios and you can return home safely. But that is small compensation for the fact that, despite the many dangers you have faced and overcome, you have not been able to prevent the evil Kappa from getting the Eye of the Dragon. Your mission ends in bitter failure.

Some of the things that Alcina has NOT done include: (1) Explore the mansion near the Avenue of Sphinxes [this was where she opted to head speedily south], (2) Continue South after the Sphinxes advise you to return North, (3) Lie to the Sphinxes instead of telling them the truth, and (4) play the harp along the shoreline. There may be additional options that I'm overlooking or forgetting, but those seem the most obvious. If you wish to continue, please let me know which option from above (or a different option if you prefer) you'd like to try. If you have a specific preferred path of getting there (like do you pick up the shield, or preserve your Burning Tiger spell?) please feel free to let me know, otherwise I'll make the selection based on what seemed to work best on your prior attempts.

Good luck!


Character Sheet
Character's Name: Alcina Kakarot
Vigour: [28] 6
PSI: 8
AGILITY: 8
Items:
-Orb of Illumination
-Sword
-10 7 Gold Pieces
-Hipflask of Freshwater
-Pegleg
-Bottle of Vinegar
-Shield (deflects a hit on a roll of 6)
-Harp
-Gloves of Unerring Dexterity (+1 Attack, 12 automatically kills opponent)
-Tuning Fork
-Ship in a Bottle
Spells::
1)Burning Tiger
2) Befuddle
3) Gust of Wind
4) ESP
5) Mind Shield
6) Mirage
7) The Deadly Swarm
8) Seance
9) Dagger of the Mind
10) Invulnerability
11) Dodge
12) Healing
-This space intentionally left blank
Post Reply