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

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

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

Post by deaddmwalking »

Okay, you guys have tried the mansion cellar (fighting a kraken) and you've tried the double doors (fighting a flying skull). Time is ripe for trying the upper level. Be warned, capricious death abounds and some options are wrong at first and right later or vice versa. Careful attention to page numbers may help you identify those differences...but maybe after it's too late to do anything about it. Alcina will follow the same path as last time (not getting the shield) and choose the upper level.

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....
Image
1
A ship is chartered to take you some distance along the coast on the first leg of your journey. Your adventure thus begins pleasantly enough — you have nothing to do but bask in the midday sun out on the quarterdeck and watch the crew scurrying about as their gruff captain shouts his orders. The great sail strains in the wind, a block of white against a cloudless sky. Eventually, however, the ship can take you no further. The captain tells you that he is already in dangerously shallow waters, and he is obliged to put you ashore on the tidal flats so that you can walk the rest of the way to Thalios.

Your charts show that you are still some eight miles from the ruins, but it is an easy trek over a seemingly unending expanse of flat wet sands. It is uncanny to imagine how, at high tide in a few hours, the sea will roll in to cover much of the land you are traversing. You begin to glance nervously at the sun as it dips in the sky — if your charts are in error and you cannot find the higher ground where the ruins of Thalios lie. . . But no, you see a jagged line of black on the horizon and as you approach the shapes of broken buildings begin to resolve themselves. By the time you reach the city gates, it is almost sunset. The sun shimmers like a ball of fire on the rim of the world. Its light spreads traces of red gold across the embossed armour of four figures who come to greet you as you enter the city. They wear the livery of the Academy, and are presumably an honour guard sent by Master Giru. Nonetheless, you are surprised to see that they have their swords drawn. The sergeant offers no explanation for this, but steps straight up to you saying, ‘Come with us. We will take you to Giru.’

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!


Image

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.

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).




Image
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.


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.



Image
‘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

99

There are two doors off the landing. One is of curious design — a portal of charred wood set with roughly-hewn lumps of jet. If you wish to go through this door, turn to 84. If you wish to try the other, which is of plain oak, turn to 238.


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
-This space intentionally left blank
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Beroli
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Climb up to the next floor.

It is heartening to know we are not yet in a walking dead state.
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deaddmwalking
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

Realizing that was the only choice you hadn't made, I went ahead and made that selection. You now have a choice between a plain oak door and a fancy black door. Nothing says which direction they are, so you can't use opposition to fascism to decide.
-This space intentionally left blank
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JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by JourneymanN00b »

I choose the plain oak door, as I feel that being humble is the way to go if there are no left or right tendencies to mention here.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Sure, plain oak door.
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deaddmwalking
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

Image
238
No sooner have you stepped into the room than a steel trap springs up from the floor and closes agonizingly on your leg. You may use your Invulnerability spell if you still have it, but otherwise you lose 1 AGILITY and 2 VIGOUR points. If you are still alive, you take hold of the trap and force it open long enough to get your wounded leg free.

There is nothing else of interest in this small room a fact which merely adds indignation to injury. You back out and try the other door. Turn to 84.

Please vote whether you would prefer to use your Invulnerability spell OR 2 Vigour and 1 Agility; character sheet below has not been updated.

84

The room beyond the door is bathed in the flickering light of three grey candles, each as tall as you are. You can see a door in the far wall of the room. A trio of gaunt figures crouch within a pentacle chalked on the floor. Their robes spill out behind
them like pools of shadow and their flesh is bloodless grey-white. They appear to be playing game involving a rubber ball and small metal jack. They look around furtively, and one glance in those bleak eyes haunted with malice is enough to unnerve you. They are Gloomviles. One of them addresses you in tomb-cold tones. ‘Join us for a game, sorcerer.’ He rattles some dice in his pallid, thin hand. Will you:

Go over and join in the game? Turn to 193
Snuff out the candles? Turn to 297
Cross to the door on the other side of the room? Turn to 163

Edit
Image


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
-This space intentionally left blank
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Beroli
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Cast Invulnerability and snuff out the candles.
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JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by JourneymanN00b »

I agree with this vote.

It's sad being humble is bad... maybe pride is the one true way to go.
Say No To Fascism. The left is the one true way to go.
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deaddmwalking
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

Alcina casts Invulnerability, avoiding any deleterious effects of the steel trap other than the loss of a spell.

297

You reach out and extinguish the nearest candle. One of the Gloomviles immediately throws up his hands and shrieks, then vanishes in a puff of grey smoke. A whiff of brimstone hangs in the air. The other two Gloomviles wring their hands and plead with you, but you know them to be irredeemable beings who deserve no mercy. You snuff out another candle, and a second Gloomvile disappears. Ignoring the snarled threats of the third, you skirt around the confining pentacle to the last candle and cheerfully blow it out. The echo of a howl hangs in the air, and then there is silence. Just as you are about to go on your way, you notice a small ivory plaque lying in the middle of the pentacle. If you wish to pick this up, turn to 56. If you would rather ignore it and head for the door in the opposite wall, turn to 208.


**************

I'm pretty sure you guys want to take the ivory plaque since not having things has been the problem. Whether you take it or not you end up at 208, so I'm going to provide the chapter 56 description and if you would rather NOT have the item for any reason, just let me know.

**************

56

A few ancient characters are engraved into the face of the plaque. You are not much of a classicist, but you eventually decipher the words ‘Admit One’. Then you remember that the people of Thalios used pieces of ivory as tickets to the Arena. You slip the ticket into a pocket of your robe and cross over to the door. Turn to 208.


208

The door swings open and you advance into a narrow passage where carved faces gape down from the sculpted ceiling. The passage soon turns to the right. Where it bends, there is a heavy door with an ornate black lintel. A skeleton clad in mouldering garb lies across the passage. If you wish to use your Séance spell to contact its ghost, turn to 32. Otherwise, will you open the door (turn to 132), or step over the skeleton and continue along the passage (turn to 171)?
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
-Ivory Plaque
-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
-This space intentionally left blank
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JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by JourneymanN00b »

I vote to use the Seance spell.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Thaluikhain »

Try using seance.
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Beroli
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Use the Seance spell.
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deaddmwalking
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

32

You cast the spell, and slowly a translucent form arises from the pile of bones. You feel the hairs on the nape of your neck bristle; you have never quite got used to this spell. The ghost hangs in the air like a guttering candle-flame, the image of an old wizard in a long gown. ‘Let us depart,’ it implores, in a voice that makes your blood run cold, ‘I sense great danger here.’

‘You are dead,’ you tell the ghost. “You died many years ago. I have summoned you to give me information.’

‘Ah,’ sighs the ghost, ‘you must go back. Leave this dire place. Here you will find only the remains of brave men, slain by the very essence of nethermost darkness .. .’

Your glance goes to the mouldering skeleton on the floor. When you look back, the ghost has disappeared. Will you heed its advice and go back downstairs (turn to 88)? If not, you may open the door (turn to 132) or continue along the passage (turn to 171).
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
-Ivory Plaque
-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
-This space intentionally left blank
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JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by JourneymanN00b »

I vote to open the door.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

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

Post by deaddmwalking »

132

You are at the top of a short flight of steps leading down into a long hall. A feverish red light is provided by the crackling fires of three braziers that hang from the ceiling. The air holds a supernatural menace. You cannot see the floor of the hall for it is submerged in a pool of inky darkness. At the far end, another flight of steps emerges from the darkness. The steps lead up to an alcove where a large bowl of pale shell rests on a marble stand. If you wish to descend into the dark and make your way along the hall, turn to 27. If you would rather go out and carry on along the passage, turn to 247.

Image
This is where this picture belongs
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Beroli
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Go down the hall.
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JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by JourneymanN00b »

I vote to go down the hall.
Say No To Fascism. The left is the one true way to go.
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deaddmwalking
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

27

As you walk down the steps it is like entering an icy pool. You shiver from the coldness and from a sensation of imminent malevolence. The light of your magical Orb of Illumination penetrates no more than a few metres into the darkness, which does not seem to be a mist but rather a zone of zero light. There is a tight knot of panic in the pit of your stomach as you begin to edge along the hall. A low moaning drifts out of the blackness all around you. It seems to come from very far away. Mad cackling cries approach and recede, circling about you. You advance blindly. On to the wall of darkness beyond the Orb’s meagre light, your mind projects all manner of imagined terrors. Your flesh crawls with a feeling of dread. The terrible fear builds to screaming pitch, and you realize that unless you use your Mind Shield spell you may go mad! If you wish to cast the spell, turn to 19. If not, will you turn back and try to find the way out (turn to 47) or will you press on regardless (turn to 287)?
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JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by JourneymanN00b »

I vote to cast the spell.
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

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

Post by deaddmwalking »

19

The spell does not stop the shrieks and wails that fill your ears, but at least the feeling of clammy terror departs. Enclosed by your tiny circle of light, you walk slowly along the benighted hall. Suddenly a hideous scream erupts from right beside you. Lank, ragged arms reach into the light and try to grasp you with claw-like hands. You catch a glimpse of leering deaths-head faces on the edge of darkness. Stifling a cry, you blunder on and discover you have reached the far end of the hall. It seems to have taken you an eternity. You climb the steps out of the horrible darkness, certain that if not for your Mind Shield you would now be a shivering lunatic. Turn to 259.


259

You ascend to the alcove. The bowl is fashioned from a giant, gleaming clam shell. A wad of silken fabric lies within. You soon discover that this is actually a large sheet of silvery-white material. It is light and strong, but so thin that it can be folded into a space not much bigger than your fist. You slip the fabric into your backpack and hurry back along the hall before your protective spell wears off. Will you explore the mansion further (turn to 171), or go back downstairs (turn to 88)?

****************************

It seems likely that you may be able to succeed with the fabric if you acquire the ship in the bottle. I wanted to make an aside to clarify a statement that I made earlier that might have been misleading. When facing the kraken you cast the Deadly Swarm; it distracted the creature and allowed you to flee. I felt the transition was poorly worded and revealed that multiple other decisions led back to that same point. I feel like that might imply that escaping was the 'good option' - it is not. It is possible to get past the kraken and acquire additional items. As far as we are all aware, having the boat and the fabric will allow you to advance past meeting Master Giu. I do not know if any other items are necessary.

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
-Ivory Plaque
-Silken Fabric
-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
-This space intentionally left blank
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Beroli
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by Beroli »

Explore the mansion further.

If it asks us which floor which we have already seen to go to, go to the basement to face the kraken.
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JourneymanN00b
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by JourneymanN00b »

I agree with this plan.
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Re: Let's Play - The Eye of the Dragon (Golden Dragon Fantasy Gamebooks 4)

Post by deaddmwalking »

171

The passage opens out into a small room. There are two alabaster jars on a cracked marble shelf. You unstopper them and sniff at the contents, readily identifying the first as a Potion of Wind Walking. You have no idea what the other might be. You carefully place the jars in your backpack and then retrace your steps. Turn to 88.

88

You return to the entrance hall. The white-haired man, still huddled and trembling on the floor, looks up with a start. He did not expect you to come back down. If you wish to explore the mansion further, will you now try the double doors (turn to 256), or will you go down to the cellar (turn to 211)? If you decide to leave, turn to 299.

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.


**************

I'm understanding the vote above to be for engaging the kraken rather than just waving goodbye before leaving the mansion.

**************

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.

Image
Just pretend that this image is horrifying

**************

You know from prior play that if you choose to cast a spell you get the choice of casting The Deadly Swarm or Mirage. if you cast Mirage you have a 50% chance of the Kraken attacking the mirage allowing you to escape. You've already cast the Deadly Swarm which automatically allows you to escape. You also know that if you cast Mirage and the kraken attacks you, it is exactly the same as if you decided to attack the kraken without casting a spell. With the presumption that you are looking to try something new, and knowing that Mirage gives you a 50% chance of wasting a spell and repeating a loop you are trying to avoid, Alcina will attack.

**************


110

The water churns around you as the Kraken tries to enfold you in its madly writhing tentacles.

THE KRAKEN VIGOUR 18

Roll two dice:

Score 2 to 3: Turn to125
Score 4 to 6: You suffer several blows -— roll two dice and deduct the total from your VIGOUR score.
score 7 to 12: The Kraken loses 3 VIGOUR

Its long arms would reach out to seize you longs before you could get to the cellar door, but if you wish to FLEE then you could dive into the narrow tunnel you noticed earlier. If you attempt this, do not make the usual AGILITY roll but turn to 3. If you fight on and slay the Kraken, turn to 271.

**************

I assume that Alcina will fight until she has less than 12 VIGOUR and then may possibly consider escaping

**************

Round 1: 6 Alcina takes 4 Vigour (24 remaining)
Round 2: 7 Kraken takes 3 Vigour (15 remaining)
Round 3: 4 Alcina takes 6 Vigour (18 remaining)
Round 4: 7 Kraken takes 3 Vigour (12 remaining)
Round 5: 12 Kraken takes 3 Vigour (9 remaining)
Round 6: 4 Alcina takes 3 Vigour (15 remaining)
Round 7: 7 Kraken takes 3 Vigour (6 remaining)
Round 8: 8 Kraken takes 3 Vigour (3 remaining)
Round 9: 9 Kraken takes 3 Vigour (0 remaining)

Alcina is a little lucky, having rolled low for damage. She can use Healing if she desires, but it will be partially wasted.


Within the chest you find a golden apple, a pomegranate and a small mother-of-pearl snuff box. You may take any of these that you wish. If you intend to examine them here and now, will you:

Open the snuff box? Turn to 234
Eat the golden apple? Turn to 253
Eat the pomegranate? Turn to13

If you wish to return to the entrance hall, turn to 82.
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
-Ivory Plaque
-Silken Fabric
-Golden Apple
-Pomegranate
-Snuff Box
-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
-This space intentionally left blank
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