Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
I didn't realize the mansion was a different one than we'd been in! Go into the mansion.
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- JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
I vote to enter the mansion.
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Thaluikhain
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
Sounds like a plan.
- deaddmwalking
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
I'm assuming doing everything as the last run-through up to the branch point where you can explore the mansion. It's not too late to make adjustments if you would like - just let me know before we resolve your next vote.
Alcina finds herself once again awaking from a recurring nightmare. Blinking her eyes she realizes the ship has arrived and she disembarks and approaches Thalios....
1
....
Something in their manner makes you suspicious. Will you go with them (turn to 31), decline, saying you will find Master Giru yourself (turn to 227), or draw your sword and attack them (turn to 53)?
227
The warriors stare blankly back at you as though they do not understand. As you move to pass them, they crouch down in fighting posture and close in on you. Your hand is on your sword-hilt, and the black blade leaps from its scabbard with a
metallic whisper. Will you fight them (turn to 53), or first try one of your spells (turn to 282)?
282
You may cast either Burning Tiger (turn to 207) or The Deadly Swarm (turn to 75).
75
You weave your spell with arcane words and ritual gestures, and suddenly the air is alive with an angry droning as hundreds of large hornets appear from nowhere. The four warriors are swiftly engulfed by a writhing cloud of the insects, and they duck low and try to fend off the attack as they flee. The Sergeant stumbles as he runs, catching his foot on the edge of a tipped flagstone, and falls under a buzzing mass. The others run across the plaza and disappear into a ruined building. Strangely, it is only now that they begin to scream. You dispel the hornets, but it is too late to save the Sergeant. He is already fatally stung. His swollen lips move feebly, as though he is trying to tell you something. If you wish to bend down and catch his dying words, turn to 29. If you would rather continue on into the city, turn to 48.
You already know that after hearing the Sergeant's dying words you'll move to section 48, so there's no reason not to do so.
29
The Sergeant's fingers close spasmodically on the collar of your robe. His voice is hoarse and barely audible as he relates his tale. ‘Evil creatures — Kappa — came out of the sea and attacked us... many slain . . . Master Giru set up a camp in the old Consul’s Palace, south-west of here ... The Kappa patrols are scouring the city . . . we were sent to escort you to Master Giru, but the Kappa spotted us and one of them used hypnosis .. .’ With the last of his strength, the Sergeant pulls you closer. ‘Don’t let them get the Eye!’ he gasps, and then the life goes from him and he falls back.
You cover his body with his cloak as you ponder his last words. You have heard of the Kappa - a heartless eerie race who dwell in undersea fortresses. They hate all other life-forms, and only the opportunity for plunder and killing would bring them on to land. Some high-ranking Kappa can control men’s minds with a hypnotic sorcery, which explains why the unfortunate warriors attacked you. You stand and look out across the city. You will make the Kappa pay for what they have done — but first you must find Master Giru.
Turn to 48.
48
You move hastily across the plaza. The ancient flagstones are cracked and broken and slimy with algae, and there are numerous shallow pools of water where the ground has subsided. Sunset is no more than a crimson blaze in the western sky. The lengthening shadows are turning to night. Soon the moon will be up — bringing with it, of course, the tides. At high tide many of the streets will lie underwater, making your passage through Thalios much more difficult. You must hope to find Master -Giru within a few hours.
You stop and shrink back into the darkness beside a fallen column as you catch sight of a tall figure in the distance. It is very thin, vaguely manlike but with many-jointed limbs which posture jerkily as it moves. In the twilight you can see that its huge eyes are lambent white pearls, and its body is an open latticework of coral. A Kappa!
It is moving straight towards where you are hiding. Will you dodge through the gateway of the building next to you (marked on your map as the Temple of Swords — turn to 18), or will you wait for the Kappa to draw level with you and then attack it (turn to 268)?
18
You pass through the gateway in the high wall into a courtyard. Bamboo grows thickly here above the level of your head, and you easily conceal yourself until the solitary Kappa has gone by. If you now wish to struggle through the overgrown courtyard
towards the main building, turn to 36. If you would rather go back out on to the deserted plaza, turn to 274.
36
Your sword quickly cuts a path through the swaying bamboo and you climb the steps of a monolithic grey building that may indeed once have been a temple. You cross the pillared threshold and find yourself in a vast gloomy hall. You call on the magical Orb of Illumination around your neck to give you light to see by. The scene that greets your eyes is one of long neglect. The iron braziers where the eternal flame burned are now cold, and the silver plate armour in which the warrior-god’s idol is clad shows a black tarnish. Moonlight slants in through the open colonnade. If you wish to leave this place and return to the plaza, turn to 274. If you wish to linger here, will you place an offering before the idol (turn to 295), or will you light the braziers (turn to 106)?
106
You find a thick, resinous oil in stoppered jars beside the altar stone. Once you have poured some of this into the braziers it is a simple matter to ignite them with sparks from a flint left here for the purpose. As the heat of the rekindled flames rise through vents in the ceiling, you hear a scraping noise and see a corroded grating in the wall slide up to reveal a narrow passage. You could still leave and return to the plaza (turn to 274) — but can you resist the lure of this new route? If you decide to explore the passage, turn to 91.
91
No sooner have you made a move towards the passage than the armoured idol stirs and rises slowly to its feet. With a clanking gait it lumbers towards you, menacing you with the swords held in each of its four hands. You have a chance to run before it gets to you — across the courtyard and back out on to the plaza (turn to 274). If you prefer to meet it in battle, will it be with your sword (turn to 270) or with your sorcery (turn to 45)?
45
Which will you cast:
Your Burning Tiger spell? Turn to 157
Your Deadly Swarm spell? Turn to 139
Alcina has already used the Deadly Swarm spell. It also wouldn't do anything to this opponent, and after casting it you would have to fight with your sword. Not casting a spell and attacking isn't listed as an option, so Alcina will cast Burning Tiger.
157
As you cast your spell there is a roar of rushing flame and a tiger of flickering fire erupts from one of the braziers. It pounces upon the back of the advancing idol and a titanic battle is joined. The idol slashes with its swords in a blur of motion, but the tiger is a powerful adversary and hangs on savagely to its foe. Its raking claws cast rivulets of molten silver from the idol’s armour. If you wish to wait to see the outcome of the battle, turn to 224. If you have given up your intention of investigating
the side passage, you may now return to the plaza outside by turning to 274.
224
As your spell expires, the tiger’s flames fade and it dissipates into thin air. Although seared and torn by the battle, the warrior-god Idol still stands. It sways as it scans the hall for you. Smoke rises from the joints in its armour — for a moment you think it might fall, crippled by the damage it has taken, but then it points its swords towards you and lurches forward.
IDOL Vigour 3
Roll Two Dice:
score 2 to 3: You are hit four times; lose 12 VIGOUR
score 4 to 5: You are hit three times; lose 9 VIGOUR
score 6: You take two hits; lose 6 VIGOUR
score 7: You are hit once and lose 3 VIGOUR
score 8 to 12: The Idol loses 3 VIGOUR
If you defeat it, turn to 303.
Alcina rolls a 9 this time on her first attack, once again allowing her to dispatch the the idol at only the cost of her spell.
303
You make your way past the toppled Idol and along the passage. After a short distance you come into a round chamber with no other exits. On a Stone table in the centre of the room rests a large shield. It is made of something like turtle-shell, and reflects the light of the magical Orb with a purplish sheen. If you wish to take this shield, turn to 69. If you decide to leave it and return to the plaza outside the temple, turn to 274.
69
You fasten the straps of the shield around your left arm. It is light and comfortable, and you soon get the feel of it after a few practice manoeuvres. As long as you have this shield, you can use it in all future combats. Whenever the combat roll indicates that you have been hit and must take one or more wounds, roll one die; on a roll of 6 you manage to interpose the shield, and thus need deduct no VIGOUR points that Combat Round. To remind yourself, write in the ITEMS box on your Character Sheet: ‘Shield — deflects a hit on a roll of 6’. Pleased with your find, and certain that it will help you succeed in your quest, you return across the bamboo-covered courtyard to the plaza. Turn to 274.
274
The moon is rising above the shattered city walls, sketching out the ruins of Thalios with wan bars of light. A cold wind blows across the open plaza. Your eyes fall upon the constellation known to your people as the Thurifer, or the Pious Acolyte. It is high in the sky — a good omen. You feel exposed out on the vast empty plaza, and you are anxious to reach somewhere more secluded before another Kappa comes along. Will you head directly south across the Bridge of Blue Skulls (turn to 108), or will you make for the warren of narrow streets to the west (turn to 258)?
Going to the Bridge of Blue Skulls leads to the Citadel, so Alcina chooses the narrow streets.
258
You start to make your way along a narrow alley. The buildings to either side lean crazily together so that only a narrow chink of coal-black sky is visible above. The darkness here is absolute. It occurs to you to use light from your Orb of Illumination — but that could attract decidedly unwanted attention if there are more of the appalling Kappa about. You resort to feeling your way slowly along the rough stone wall. The alley twists and turns and is joined by innumerable side streets, but you head doggedly west.
Suddenly you hear the sound of a sword being drawn - right behind your back. You freeze and an icy tingle runs down your spine. A gruff voice says, ‘Now then, matey, just drop your moneybag and you won't get hurt.’ Will you:
Do as you are told? Turn to 165
Cast a spell? Turn to 21
Draw your sword and turn to face the man? Turn to 218
218
You whirl, risking a brief burst of light from the magic Orb to show you the face of your waylayer. To your surprise, the alleyway is empty. Then your eyes fall upon a slumped figure half hidden in a nearby doorway. You approach cautiously. When the Orb’s grey light falls on the figure’s face, you realize that he has been dead for several days.
‘Weigh anchor, me hearties!’ Another voice, different from the first, rings out. You start in alarm before noticing the emaciated mynah bird perched on the dead man’s shoulder. It continues to talk as you inspect the body, and you realize that the phrases it is repeating could only have been picked up in a life of seafaring and petty villainy. The man was surely a pirate, though you cannot guess how he came to meet his end in these godforsaken ruins. His polished mahogany pegleg shines as if new in the magical light, but the rest of him is a far from pretty sight. The fingers of his left hand are closed around a green wine bottle. He seems to have nothing else of interest and you choose not to search him thoroughly. If you wish to take the bottle, turn to 273. If not, turn to 243.
273
You uncork it and sniff at the contents. The smell is not of wine, but vinegar. A curious thing for a man to carry around with him. Will you risk a drink from the bottle? If so, turn to 294. If not, turn to 243.
243
You may take his pegleg if you wish — who knows, it may come in handy. Remember to note it down on your Character Sheet if you do so. As you turn to go on your way, the scrawny mynah bird flutters up to alight on your shoulder. Will you brush it away and leave alone (turn to 144), or continue with it as a companion (turn to 257)?
144
You step out of the alley into a large quadrangle dominated by the ruins of a huge domed building - the Amber Pantechnicon. Around the perimeter of the quadrangle, the cobblestones are littered with broken tiles which have fallen from the crumbling roofs. About fifty metres away, their thin coral bodies gleaming darkly in the moonlight, two Kappa are patrolling the quadrangle. They begin to move in your direction, and you quickly hide in the shadows. They come to a halt in front of the gated archway of the Pantechnicon and begin to consult a plaque that one of them carries at its belt.
Occasionally you hear them exchanging words in their strange fluting speech. It occurs to you that the plaque may be a map of some sort — a sea-dwelling species like the Kappa are hardly likely to use paper, after all. Perhaps they are discussing which part of the city to patrol next. If you wish to, you can edge around the quadrangle and head south along the Avenue of Sphinxes without being spotted (turn to 304). Otherwise, you could wait where you are until the Kappa move on (turn to 170).
304
You stand at the end of the Avenue of Sphinxes. The night is cold, and you can smell salt-spray on the breeze. Crouched beside the pedestal of a fallen monument, you tensely watch the silent ruins around you. To your right there stands a particularly imposing edifice, once the mansion of a wealthy noble. If you wish to investigate this mansion, turn to 300. If you would rather head quickly south along the Avenue of Sphinxes, turn to 120.
300
You find a breach in the high wall that encloses the mansion grounds. Scrambling over the chunks of weathered rubble, you enter a weed-choked garden. The long grass sways eerily, tinted an unnatural swart hue by the cold moonlight. You tread across a marshy lawn towards the mansion. Beside the crooked portico, like a grim and implacable sentinel, stands the bronze statue of a muscular warrior. It is pitted and eaten by centuries of corrosion; the face stares out, pock-marked and blind, as you draw near. You look past the statue into the gaping black doorway of the mansion. A tangle of vines overhangs it like a giant cobweb.
You need no sorcery to sense the danger here. If you wish to enter the mansion, turn to 216. If you wish to investigate the statue more closely first, turn to 61. If you would rather leave and head along the Avenue of Sphinxes, turn to 120.
Alcina finds herself once again awaking from a recurring nightmare. Blinking her eyes she realizes the ship has arrived and she disembarks and approaches Thalios....
1
....
Something in their manner makes you suspicious. Will you go with them (turn to 31), decline, saying you will find Master Giru yourself (turn to 227), or draw your sword and attack them (turn to 53)?
227
The warriors stare blankly back at you as though they do not understand. As you move to pass them, they crouch down in fighting posture and close in on you. Your hand is on your sword-hilt, and the black blade leaps from its scabbard with a
metallic whisper. Will you fight them (turn to 53), or first try one of your spells (turn to 282)?
282
You may cast either Burning Tiger (turn to 207) or The Deadly Swarm (turn to 75).
75
You weave your spell with arcane words and ritual gestures, and suddenly the air is alive with an angry droning as hundreds of large hornets appear from nowhere. The four warriors are swiftly engulfed by a writhing cloud of the insects, and they duck low and try to fend off the attack as they flee. The Sergeant stumbles as he runs, catching his foot on the edge of a tipped flagstone, and falls under a buzzing mass. The others run across the plaza and disappear into a ruined building. Strangely, it is only now that they begin to scream. You dispel the hornets, but it is too late to save the Sergeant. He is already fatally stung. His swollen lips move feebly, as though he is trying to tell you something. If you wish to bend down and catch his dying words, turn to 29. If you would rather continue on into the city, turn to 48.
You already know that after hearing the Sergeant's dying words you'll move to section 48, so there's no reason not to do so.
29
The Sergeant's fingers close spasmodically on the collar of your robe. His voice is hoarse and barely audible as he relates his tale. ‘Evil creatures — Kappa — came out of the sea and attacked us... many slain . . . Master Giru set up a camp in the old Consul’s Palace, south-west of here ... The Kappa patrols are scouring the city . . . we were sent to escort you to Master Giru, but the Kappa spotted us and one of them used hypnosis .. .’ With the last of his strength, the Sergeant pulls you closer. ‘Don’t let them get the Eye!’ he gasps, and then the life goes from him and he falls back.
You cover his body with his cloak as you ponder his last words. You have heard of the Kappa - a heartless eerie race who dwell in undersea fortresses. They hate all other life-forms, and only the opportunity for plunder and killing would bring them on to land. Some high-ranking Kappa can control men’s minds with a hypnotic sorcery, which explains why the unfortunate warriors attacked you. You stand and look out across the city. You will make the Kappa pay for what they have done — but first you must find Master Giru.
Turn to 48.
48
You move hastily across the plaza. The ancient flagstones are cracked and broken and slimy with algae, and there are numerous shallow pools of water where the ground has subsided. Sunset is no more than a crimson blaze in the western sky. The lengthening shadows are turning to night. Soon the moon will be up — bringing with it, of course, the tides. At high tide many of the streets will lie underwater, making your passage through Thalios much more difficult. You must hope to find Master -Giru within a few hours.
You stop and shrink back into the darkness beside a fallen column as you catch sight of a tall figure in the distance. It is very thin, vaguely manlike but with many-jointed limbs which posture jerkily as it moves. In the twilight you can see that its huge eyes are lambent white pearls, and its body is an open latticework of coral. A Kappa!
It is moving straight towards where you are hiding. Will you dodge through the gateway of the building next to you (marked on your map as the Temple of Swords — turn to 18), or will you wait for the Kappa to draw level with you and then attack it (turn to 268)?
18
You pass through the gateway in the high wall into a courtyard. Bamboo grows thickly here above the level of your head, and you easily conceal yourself until the solitary Kappa has gone by. If you now wish to struggle through the overgrown courtyard
towards the main building, turn to 36. If you would rather go back out on to the deserted plaza, turn to 274.
36
Your sword quickly cuts a path through the swaying bamboo and you climb the steps of a monolithic grey building that may indeed once have been a temple. You cross the pillared threshold and find yourself in a vast gloomy hall. You call on the magical Orb of Illumination around your neck to give you light to see by. The scene that greets your eyes is one of long neglect. The iron braziers where the eternal flame burned are now cold, and the silver plate armour in which the warrior-god’s idol is clad shows a black tarnish. Moonlight slants in through the open colonnade. If you wish to leave this place and return to the plaza, turn to 274. If you wish to linger here, will you place an offering before the idol (turn to 295), or will you light the braziers (turn to 106)?
106
You find a thick, resinous oil in stoppered jars beside the altar stone. Once you have poured some of this into the braziers it is a simple matter to ignite them with sparks from a flint left here for the purpose. As the heat of the rekindled flames rise through vents in the ceiling, you hear a scraping noise and see a corroded grating in the wall slide up to reveal a narrow passage. You could still leave and return to the plaza (turn to 274) — but can you resist the lure of this new route? If you decide to explore the passage, turn to 91.
91
No sooner have you made a move towards the passage than the armoured idol stirs and rises slowly to its feet. With a clanking gait it lumbers towards you, menacing you with the swords held in each of its four hands. You have a chance to run before it gets to you — across the courtyard and back out on to the plaza (turn to 274). If you prefer to meet it in battle, will it be with your sword (turn to 270) or with your sorcery (turn to 45)?
45
Which will you cast:
Your Burning Tiger spell? Turn to 157
Your Deadly Swarm spell? Turn to 139
Alcina has already used the Deadly Swarm spell. It also wouldn't do anything to this opponent, and after casting it you would have to fight with your sword. Not casting a spell and attacking isn't listed as an option, so Alcina will cast Burning Tiger.
157
As you cast your spell there is a roar of rushing flame and a tiger of flickering fire erupts from one of the braziers. It pounces upon the back of the advancing idol and a titanic battle is joined. The idol slashes with its swords in a blur of motion, but the tiger is a powerful adversary and hangs on savagely to its foe. Its raking claws cast rivulets of molten silver from the idol’s armour. If you wish to wait to see the outcome of the battle, turn to 224. If you have given up your intention of investigating
the side passage, you may now return to the plaza outside by turning to 274.
224
As your spell expires, the tiger’s flames fade and it dissipates into thin air. Although seared and torn by the battle, the warrior-god Idol still stands. It sways as it scans the hall for you. Smoke rises from the joints in its armour — for a moment you think it might fall, crippled by the damage it has taken, but then it points its swords towards you and lurches forward.
IDOL Vigour 3
Roll Two Dice:
score 2 to 3: You are hit four times; lose 12 VIGOUR
score 4 to 5: You are hit three times; lose 9 VIGOUR
score 6: You take two hits; lose 6 VIGOUR
score 7: You are hit once and lose 3 VIGOUR
score 8 to 12: The Idol loses 3 VIGOUR
If you defeat it, turn to 303.
Alcina rolls a 9 this time on her first attack, once again allowing her to dispatch the the idol at only the cost of her spell.
303
You make your way past the toppled Idol and along the passage. After a short distance you come into a round chamber with no other exits. On a Stone table in the centre of the room rests a large shield. It is made of something like turtle-shell, and reflects the light of the magical Orb with a purplish sheen. If you wish to take this shield, turn to 69. If you decide to leave it and return to the plaza outside the temple, turn to 274.
69
You fasten the straps of the shield around your left arm. It is light and comfortable, and you soon get the feel of it after a few practice manoeuvres. As long as you have this shield, you can use it in all future combats. Whenever the combat roll indicates that you have been hit and must take one or more wounds, roll one die; on a roll of 6 you manage to interpose the shield, and thus need deduct no VIGOUR points that Combat Round. To remind yourself, write in the ITEMS box on your Character Sheet: ‘Shield — deflects a hit on a roll of 6’. Pleased with your find, and certain that it will help you succeed in your quest, you return across the bamboo-covered courtyard to the plaza. Turn to 274.
274
The moon is rising above the shattered city walls, sketching out the ruins of Thalios with wan bars of light. A cold wind blows across the open plaza. Your eyes fall upon the constellation known to your people as the Thurifer, or the Pious Acolyte. It is high in the sky — a good omen. You feel exposed out on the vast empty plaza, and you are anxious to reach somewhere more secluded before another Kappa comes along. Will you head directly south across the Bridge of Blue Skulls (turn to 108), or will you make for the warren of narrow streets to the west (turn to 258)?
Going to the Bridge of Blue Skulls leads to the Citadel, so Alcina chooses the narrow streets.
258
You start to make your way along a narrow alley. The buildings to either side lean crazily together so that only a narrow chink of coal-black sky is visible above. The darkness here is absolute. It occurs to you to use light from your Orb of Illumination — but that could attract decidedly unwanted attention if there are more of the appalling Kappa about. You resort to feeling your way slowly along the rough stone wall. The alley twists and turns and is joined by innumerable side streets, but you head doggedly west.
Suddenly you hear the sound of a sword being drawn - right behind your back. You freeze and an icy tingle runs down your spine. A gruff voice says, ‘Now then, matey, just drop your moneybag and you won't get hurt.’ Will you:
Do as you are told? Turn to 165
Cast a spell? Turn to 21
Draw your sword and turn to face the man? Turn to 218
218
You whirl, risking a brief burst of light from the magic Orb to show you the face of your waylayer. To your surprise, the alleyway is empty. Then your eyes fall upon a slumped figure half hidden in a nearby doorway. You approach cautiously. When the Orb’s grey light falls on the figure’s face, you realize that he has been dead for several days.
‘Weigh anchor, me hearties!’ Another voice, different from the first, rings out. You start in alarm before noticing the emaciated mynah bird perched on the dead man’s shoulder. It continues to talk as you inspect the body, and you realize that the phrases it is repeating could only have been picked up in a life of seafaring and petty villainy. The man was surely a pirate, though you cannot guess how he came to meet his end in these godforsaken ruins. His polished mahogany pegleg shines as if new in the magical light, but the rest of him is a far from pretty sight. The fingers of his left hand are closed around a green wine bottle. He seems to have nothing else of interest and you choose not to search him thoroughly. If you wish to take the bottle, turn to 273. If not, turn to 243.
273
You uncork it and sniff at the contents. The smell is not of wine, but vinegar. A curious thing for a man to carry around with him. Will you risk a drink from the bottle? If so, turn to 294. If not, turn to 243.
243
You may take his pegleg if you wish — who knows, it may come in handy. Remember to note it down on your Character Sheet if you do so. As you turn to go on your way, the scrawny mynah bird flutters up to alight on your shoulder. Will you brush it away and leave alone (turn to 144), or continue with it as a companion (turn to 257)?
144
You step out of the alley into a large quadrangle dominated by the ruins of a huge domed building - the Amber Pantechnicon. Around the perimeter of the quadrangle, the cobblestones are littered with broken tiles which have fallen from the crumbling roofs. About fifty metres away, their thin coral bodies gleaming darkly in the moonlight, two Kappa are patrolling the quadrangle. They begin to move in your direction, and you quickly hide in the shadows. They come to a halt in front of the gated archway of the Pantechnicon and begin to consult a plaque that one of them carries at its belt.
Occasionally you hear them exchanging words in their strange fluting speech. It occurs to you that the plaque may be a map of some sort — a sea-dwelling species like the Kappa are hardly likely to use paper, after all. Perhaps they are discussing which part of the city to patrol next. If you wish to, you can edge around the quadrangle and head south along the Avenue of Sphinxes without being spotted (turn to 304). Otherwise, you could wait where you are until the Kappa move on (turn to 170).
304
You stand at the end of the Avenue of Sphinxes. The night is cold, and you can smell salt-spray on the breeze. Crouched beside the pedestal of a fallen monument, you tensely watch the silent ruins around you. To your right there stands a particularly imposing edifice, once the mansion of a wealthy noble. If you wish to investigate this mansion, turn to 300. If you would rather head quickly south along the Avenue of Sphinxes, turn to 120.
300
You find a breach in the high wall that encloses the mansion grounds. Scrambling over the chunks of weathered rubble, you enter a weed-choked garden. The long grass sways eerily, tinted an unnatural swart hue by the cold moonlight. You tread across a marshy lawn towards the mansion. Beside the crooked portico, like a grim and implacable sentinel, stands the bronze statue of a muscular warrior. It is pitted and eaten by centuries of corrosion; the face stares out, pock-marked and blind, as you draw near. You look past the statue into the gaping black doorway of the mansion. A tangle of vines overhangs it like a giant cobweb.
You need no sorcery to sense the danger here. If you wish to enter the mansion, turn to 216. If you wish to investigate the statue more closely first, turn to 61. If you would rather leave and head along the Avenue of Sphinxes, turn to 120.
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)
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
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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)
Examine statue, wondering if it will come to life with Ray Harryhausen effects.
Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
Examine the statue.
Orth Plays: Currently Baldur's Gate II
- 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)
I can imagine it stop-motion animated
61
You have a nagging suspicion in the back of your mind regarding the statue. This is confirmed when a harsh creak breaks the silence and your startled eyes behold the statue slowly coming to life. It clambers ponderously down from its pedestal and
trudges heavily towards you. It will be upon you in seconds. Will you fight it (turn to 260), or turn and run (turn to 223)?
Speaking of Ray Harryhausen Stop-Motion animation, there was a picture of the crabs that killed you on the Avenue of the Sphinxes that I didn't share. Since you're not likely to go back, you can enjoy it now.
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- JourneymanN00b
- King
- Posts: 5576
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
I vote to fight it.
Say No To Fascism. The left is the one true way to go.
Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
Remembering Temple of Flame...I vote to turn and run.
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
If there are no other votes, please make my vote a half one.
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 - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
I vote to fight, we need to be doing something, and successfully running isn't likely to help us.
- deaddmwalking
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
I'm afraid it doesn't really matter at all.
Fighting:
260
There is a loud clang as your enchanted sword strikes home. You might as well have used a twig for all the effect your blow has on the statue’s impervious body. Its fist flies out and deals you a stunning blow. You are thrown back sprawling in the long grass. Lose 4 VIGOUR points. If you are still alive, you jump up quickly as the giant warrior lumbers closer. Turn to 223.
Trying to run:
223
You rush over to the wall and scramble through the breach. Behind you, the bronze statue comes to a halt; it is too big to get through the narrow gap. Relieved at your lucky escape, you peer around you at the empty moonlit streets. No Kappa in sight you can continue south.
A low, deep creaking sound makes you turn. The bronze statue is pushing against the wall with its metallic sinews. Its blank eyes return your gaze with an implacable stare. Unbelievably, the wall is starting to topple! Cracks appear and spread across the grey-white stone. With a groan of ancient rock, the wall collapses. Blocks of masonry cascade at your feet as you jump back, and the bronze warrior advances through the debris. Terror transfixes you. Your only hope is the Burning Tiger spell. If you have not used this yet, now is the time to cast it (turn to 140). If you used the spell earlier, turn to 117.
The unstoppable warrior holds you in a vice-like grip and lifts you up as though you were a toy Your faces are inches apart — the grim eternal countenance of the statue and the terror-contorted features of the all-too-frail human. With unhurried movements, it clamps its unyielding finger around your neck and a black haze descends on
your mind...
There are a couple of options here... You could have tried to enter the mansion without looking at the statue (216) or you could choose not to pursue the Shield and preserve your Burning Tiger spell (giving you a chance here). Technically, you could fight the statue in the the temple without using a spell, but that's a really difficult fight, and I don't think you'll survive, and even if you do the Vigour you lose is probably worth more than the shield. If you think that you're going to end up fighting this statue at some point whether you enter the mansion without looking at it first, you could try not pursuing the shield AND not looking at the statue before trying to enter the mansion. Or feel free to get creative!
Fighting:
260
There is a loud clang as your enchanted sword strikes home. You might as well have used a twig for all the effect your blow has on the statue’s impervious body. Its fist flies out and deals you a stunning blow. You are thrown back sprawling in the long grass. Lose 4 VIGOUR points. If you are still alive, you jump up quickly as the giant warrior lumbers closer. Turn to 223.
Trying to run:
223
You rush over to the wall and scramble through the breach. Behind you, the bronze statue comes to a halt; it is too big to get through the narrow gap. Relieved at your lucky escape, you peer around you at the empty moonlit streets. No Kappa in sight you can continue south.
A low, deep creaking sound makes you turn. The bronze statue is pushing against the wall with its metallic sinews. Its blank eyes return your gaze with an implacable stare. Unbelievably, the wall is starting to topple! Cracks appear and spread across the grey-white stone. With a groan of ancient rock, the wall collapses. Blocks of masonry cascade at your feet as you jump back, and the bronze warrior advances through the debris. Terror transfixes you. Your only hope is the Burning Tiger spell. If you have not used this yet, now is the time to cast it (turn to 140). If you used the spell earlier, turn to 117.
The unstoppable warrior holds you in a vice-like grip and lifts you up as though you were a toy Your faces are inches apart — the grim eternal countenance of the statue and the terror-contorted features of the all-too-frail human. With unhurried movements, it clamps its unyielding finger around your neck and a black haze descends on
your mind...
There are a couple of options here... You could have tried to enter the mansion without looking at the statue (216) or you could choose not to pursue the Shield and preserve your Burning Tiger spell (giving you a chance here). Technically, you could fight the statue in the the temple without using a spell, but that's a really difficult fight, and I don't think you'll survive, and even if you do the Vigour you lose is probably worth more than the shield. If you think that you're going to end up fighting this statue at some point whether you enter the mansion without looking at it first, you could try not pursuing the shield AND not looking at the statue before trying to enter the mansion. Or feel free to get creative!
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Thaluikhain
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
Ok, try not looking at the statue.
Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
Enter the mansion without looking at the statue.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
I get it - I don't like giving up magical gear, either.
Alcina does everything as described just a few posts above until arriving at the mansion.
300
You find a breach in the high wall that encloses the mansion grounds. Scrambling over the chunks of weathered rubble, you enter a weed-choked garden. The long grass sways eerily, tinted an unnatural swart hue by the cold moonlight. You tread across a marshy lawn towards the mansion. Beside the crooked portico, like a grim and implacable sentinel, stands the bronze statue of a muscular warrior. It is pitted and eaten by centuries of corrosion; the face stares out, pock-marked and blind, as you draw near. You look past the statue into the gaping black doorway of the mansion. A tangle of vines overhangs it like a giant cobweb.
You need no sorcery to sense the danger here. If you wish to enter the mansion, turn to 216. If you wish to investigate the statue more closely first, turn to 61. If you would rather leave and head along the Avenue of Sphinxes, turn to 120.
216
In the darkened entrance hall, a wedge of moonlight falls upon the cringing figure of a whitehaired man. He looks up and whimpers as you approach. You soon see that he is no older than yourself. From his wide staring eyes you guess that he has suffered a shock — something so terrible that it turned his hair stark white.
‘Mercy,’ he implores, holding forth a trembling hand. ‘I am an adventurer like yourself. I came here with my friend Wulfric Stormrider. We only came in to shelter from a storm, but when we tried to leave. . .’ He buries his face in his hands. ‘Alas! poor Wulfric,’ he sobs. It does not seem you will get more out of him for the moment, so you turn your attention to the hallway in which you stand. A wide marble staircase sweeps up to the next floor, and below this a set of copper-bound double doors leads to the back of the mansion. At the other end of the hall, steps lead down to a cellar door.
Will you:
Climb up to the next floor? Turn to 99
Go through the double doors? Turn to 256
Explore the cellar? Turn to 211
Alcina does everything as described just a few posts above until arriving at the mansion.
300
You find a breach in the high wall that encloses the mansion grounds. Scrambling over the chunks of weathered rubble, you enter a weed-choked garden. The long grass sways eerily, tinted an unnatural swart hue by the cold moonlight. You tread across a marshy lawn towards the mansion. Beside the crooked portico, like a grim and implacable sentinel, stands the bronze statue of a muscular warrior. It is pitted and eaten by centuries of corrosion; the face stares out, pock-marked and blind, as you draw near. You look past the statue into the gaping black doorway of the mansion. A tangle of vines overhangs it like a giant cobweb.
You need no sorcery to sense the danger here. If you wish to enter the mansion, turn to 216. If you wish to investigate the statue more closely first, turn to 61. If you would rather leave and head along the Avenue of Sphinxes, turn to 120.
216
In the darkened entrance hall, a wedge of moonlight falls upon the cringing figure of a whitehaired man. He looks up and whimpers as you approach. You soon see that he is no older than yourself. From his wide staring eyes you guess that he has suffered a shock — something so terrible that it turned his hair stark white.
‘Mercy,’ he implores, holding forth a trembling hand. ‘I am an adventurer like yourself. I came here with my friend Wulfric Stormrider. We only came in to shelter from a storm, but when we tried to leave. . .’ He buries his face in his hands. ‘Alas! poor Wulfric,’ he sobs. It does not seem you will get more out of him for the moment, so you turn your attention to the hallway in which you stand. A wide marble staircase sweeps up to the next floor, and below this a set of copper-bound double doors leads to the back of the mansion. At the other end of the hall, steps lead down to a cellar door.
Will you:
Climb up to the next floor? Turn to 99
Go through the double doors? Turn to 256
Explore the cellar? Turn to 211
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)
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
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Thaluikhain
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
Cellar first, perhaps?
Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
Explore the cellar.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
211
The door at the bottom of the steps opens easily and you descend into the cellar. The low ceiling is supported by squat pillars and there are many shadowy crevices and alcoves where the light of the Orb does not reach. The floor is under a metre of oily water, the walls are furred with a moist white fungus. In a recess in the wall stands a large bronze chest studded with glittering green gems. If you wish to wade across to this, turn to 209. If you decide to go back to the entrance hall, turn to 107.

This image is between a section dealing with the beggar and a section dealing with the mermaid, so maybe it's supposed to depict this section 80 paragraphs away.
The door at the bottom of the steps opens easily and you descend into the cellar. The low ceiling is supported by squat pillars and there are many shadowy crevices and alcoves where the light of the Orb does not reach. The floor is under a metre of oily water, the walls are furred with a moist white fungus. In a recess in the wall stands a large bronze chest studded with glittering green gems. If you wish to wade across to this, turn to 209. If you decide to go back to the entrance hall, turn to 107.
This image is between a section dealing with the beggar and a section dealing with the mermaid, so maybe it's supposed to depict this section 80 paragraphs away.
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Thaluikhain
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
Half vote for not dealing with submerged halls and fungi, and to go back to the entrance hall.
Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
Wade across to the chest.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
- King
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
Wading wins versus walking away 1-0.5.
209
As you slosh through the murky water to examine the chest, you notice a narrow tunnel in the wall. It is below the surface of the water. You could scramble along it on your hands and knees, but you would be taking a gamble on being able to hold your breath long enough to reach the other end. You decide to take a look inside the chest first, and reach out your hand towards the jewel-encrusted lid. Turn to 24.
24
You are startled by a movement at the far end of the cellar. A bulky mottled form is rearing up out of the deeper water there. Like an octopus, its arms sway up to cast a net of shadows on the ceiling. But it is not an octopus that surges forth into the gleam of your Orb of Illumination. On each of its tentacles is a clutching hand. Its body is like a deformed skull with rolling yellow eyes. It is the Kraken, a supernatural horror which lurked in the catacombs of Thalios even in ancient times. You have invaded its millenial slumber, and it intends to rend you limb from limb. If you wish to cast a spell, turn to 129. Otherwise turn to 110.

Just pretend that this image is horrifying
209
As you slosh through the murky water to examine the chest, you notice a narrow tunnel in the wall. It is below the surface of the water. You could scramble along it on your hands and knees, but you would be taking a gamble on being able to hold your breath long enough to reach the other end. You decide to take a look inside the chest first, and reach out your hand towards the jewel-encrusted lid. Turn to 24.
24
You are startled by a movement at the far end of the cellar. A bulky mottled form is rearing up out of the deeper water there. Like an octopus, its arms sway up to cast a net of shadows on the ceiling. But it is not an octopus that surges forth into the gleam of your Orb of Illumination. On each of its tentacles is a clutching hand. Its body is like a deformed skull with rolling yellow eyes. It is the Kraken, a supernatural horror which lurked in the catacombs of Thalios even in ancient times. You have invaded its millenial slumber, and it intends to rend you limb from limb. If you wish to cast a spell, turn to 129. Otherwise turn to 110.
Just pretend that this image is horrifying
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- JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
I vote to cast a spell.
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
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- Joined: Mon May 21, 2012 11:33 am
Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
If you choose to cast a spell, you will get the choice of casting the Deadly Swarm (already cast) and Mirage. If you decide you would prefer not to cast Mirage, you would turn to 110 just as if you hadn't considered casting a spell.
So please note if you vote to cast a spell you are by necessity voting to cast Mirage.
So please note if you vote to cast a spell you are by necessity voting to cast Mirage.
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- JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)
I will confirm my vote to cast a spell, as I think Mirage might be the only way that our hero can proceed.
Say No To Fascism. The left is the one true way to go.