[Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by JourneymanN00b »

With the votes counted, using The Pen is Mightier won by a 1-0.5 vote.

On section 362, a commotion in the gangway saves John Seward from Alucard. The Orient express comes to an abrupt stop, and Dr John Seward has the choice to head after Alucard towards the rear of the train or not.

Please make your votes by 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.

Dr John Seward’s Adventure Sheet
Image
Add 30 to the section number and read that one instead.
Agility = 10
Combat = 8
Endurance = 22
ESP = 6
Terror = 2
The Pen is Mightier: 1 use
Equipment and Notes:
Winchester Rifle
Blood: 8
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Say No To Fascism. The left is the one true way to go.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Beroli »

Run toward the rear of the train.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by deaddmwalking »

Sure. Run.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by JourneymanN00b »

Heading after him towards the rear of the train got 2 votes; so John Seward will pursue.

On section 411, John Seward pursues Alucard. Shots are suddenly fired and trigger and avalanche, forcing John Seward to give up his pursuit and race back towards the train. He takes an Endurance test. Rolling the four dice yielded an 8, which means that John Seward passes the Endurance test, proceeds to section 482, and makes it back to the train just as the avalanche hits.

On section 257, John Seward arrives in Varna and head to the Hotel Odessus. He finds a Holy Bible, which I assume that he takes unless a majority decides not to. With Dracula’s ship not reported, the Crew of Light is ready and waiting for the Count. Our hero progresses to section 640. As the section has a skull symbol, we will instead turn to section 670.


670
24 October, Varna

Ten days after your party arrived in Bulgaria, Arthur finally receives word of the Czarina Catherine.

TELEGRAM, RUFUS SMITH, LONDON, TO LORD GODALMING, CARE H. B. M. VICE CONSUL, VARNA
24 October
Czarina Catherine reported this morning from Dardanelles.

Everyone reacts with wild excitement to the news, all except for Mrs Harker. She alone among your party shows no sign of emotion.

She has changed greatly during the past three weeks. She is lethargic, sleeping for much of the day as well as the night, and though she seems strong and well, and is getting back some of her colour, you and Van Helsing talk of her often in private.

The Professor tells you that he examines her teeth very carefully, whenever she is hypnotised, and says that so long as they do not begin to sharpen there is no active danger of a change in her. But if this change does come, it will be necessary to take steps, and you both know what those steps would have to be.

It is only about 24 hours’ sail from the Dardanelles to Varna, at the rate the Czarina Catherine has come from London. She should therefore arrive sometime in the morning.

You and Van Helsing are both men of science, but the Professor also entertains all sorts of curious ideas, none of which have proven to be false so far. Perhaps you should be more like your old tutor.

The Professor has shared all manner of outlandish superstitions with you during your time on the Orient Express, one of which concerned how silver is anathema to the creatures of darkness.

Quincey Morris has furnished you all with rifles and pistols, guns being a curiously American obsession, but how do you know that ordinary bullets will stop a being that is already, to all intents and purposes, as medical science would have it, dead? Your musings lead you to the only logical conclusion: what if the bullets fired by your guns were not of lead but of silver?

If you want to try to acquire some silver bullets, turn to 768. If not, turn to 703.

Image

Please make your votes by 9:00 AM PDT or a choice receives 2 votes to guarantee that they will be counted.

Dr John Seward’s Adventure Sheet
Image
Add 30 to the section number and read that one instead.
Agility = 10
Combat = 8
Endurance = 22
ESP = 6
Terror = 2
The Pen is Mightier: 1 use
Equipment and Notes:
Winchester Rifle
Holy Bible
Blood: 8
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Say No To Fascism. The left is the one true way to go.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Beroli »

Try to acquire silver bullets.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Thaluikhain »

Try for silver bullets.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by deaddmwalking »

Hell yeah, I want silver bullets!
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by JourneymanN00b »

Votes acknowledged; attempting to acquire some silver bullets.


768

In a secluded backstreet, you find a gunsmith who will make some bullets for you – for a price – but he does not have any silver from which to make them.

If you want to give him the Silver Crucifix Van Helsing gave you, so that he can melt it down and use the precious metal to fashion some Silver Bullets for you, turn to 21. If you do not want to sacrifice your Silver Crucifix in this way, turn to 703.

Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Beroli »

No way, keep the crucifix. Do not sacrifice an anti-vampire item to potentially create an anti-werewolf item.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Thaluikhain »

Keep the crucifix.

(I reckon you could shave a little off and have silver tipped bullets, though)
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by JourneymanN00b »

Not sacrificing his Silver Crucifix got 2 votes; so John Seward will decline the opportunity.

On section 703, word arrives that the Czarina Catherine entered Galatz, indicating that Dracula has evaded the Crew of Light through Mina. The Crew of Light heads for Galatz and boards the train for it on 29 October. We will proceed to section 725, where we previously turned to section 745 immediately instead due to playing as Mina Harker. No instructions to redirect apply this time as John Seward.


725
Image

The train from Varna to Galatz is nothing like the Orient Express. You are forced to make do with compartments interspersed throughout the train and are unable to purloin any that are adjacent to one another.

You are returning to your compartment from the dining car after supper when you see a curious, hunchbacked fellow – dressed in rough clothes and bald but for a few straggly wisps of hair – exit a berth at the far end of the carriage and head in the direction of the luggage van.

There is something about his surreptitious manner that arouses your suspicions.

If you want to find out where he is going, turn to 798. If you would prefer to leave well alone and retire for the night, turn to 881?

Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Thaluikhain »

Follow random person.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Beroli »

Find out where he's going.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by JourneymanN00b »

Finding out where he is going got 2 votes; so John Seward will pursue.


798

Taking care not to draw attention to yourself, you set off after the strange figure, the train rocking along the track as it crosses the Bulgarian-Romanian border.

By the time you reach the luggage van, the hunchback seems to have disappeared, but your attention is drawn to a number of large cases and packing crates. To one has been tied a label, upon which has been written, in German, ‘Scientific equipment’, while another bears a name: ‘Frankenstein’.

“Can I help you, mein Herr?” comes a voice from behind you, making you start and setting your heart racing. It is the hunchback.

“No, no,” you bluster, “I was merely looking for…”

“The dining car perhaps?” suggests the other.

“Yes, yes, the dining car,” you reply.

“It is zat way,” he says, pointing back along the luggage van.

“Thank you,” you say and start to move towards the exit. “Good evening.”

Guten nacht, mein Herr,” the hunchback replies.

You hurry back to your compartment in a state of high agitation, and do not leave it again until morning.

Tick off the code word Orvos and turn to 881.

On section 881, the party arrives at Galaz and boards the Czarina Catherine to interview its captain. They learn that a man named Immanuel Hildesheim claimed it with a receipt bearing the address Burgenstrassse 16. The party heads to Number 16 Burgenstrassse, where Immanuel Hildesheim reveals that he was instructed to received a box and pass it to one Petrof Skinsky, which he did. Upon heading to Petrof Skinsky’s lodgings, the party discovers that he left two days ago with no trace of his whereabouts. A boy arrives and reports that Skinsky has been found inside the graveyard of St Peter’s church. The party enters the churchyard and hears the howling of wolves. John Seward has a choice to either go with Van Helsing to examine the body on the tomb or join Quincey Morris in hunting for wolves.

Please make your votes on what to do next as well as any deviations from previously made choices by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Dr John Seward’s Adventure Sheet
Image
Add 30 to the section number and read that one instead.
Agility = 10
Combat = 8
Endurance = 22
ESP = 6
Terror = 2
The Pen is Mightier: 1 use
Equipment and Notes:
Winchester Rifle
Holy Bible
Blood: 8
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Orvos
Say No To Fascism. The left is the one true way to go.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Thaluikhain »

Look for wolves this time

(Frankenstein keeps getting mixed in with Dracula, though the one was written almost 80 years before the latter, so that annoys me a bit)
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Beroli »

Sure, hunt wolves.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by deaddmwalking »

As a doctor, we're probably better suited to checking out the body - even if we know what that entails.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by JourneymanN00b »

Hunting for wolves got 2 votes, so John Seward will do this.

On section 982, another howl brings everyone to a halt. John Seward faces an ESP test. Rolling the dice yielded a 9, so John Seward fails the test and heads to section 760.


760

Quincey Morris’s wolf-hunters set off again, towards the edge of the graveyard.

Suddenly you hear the sharp crack of a twig breaking underfoot.

The Texan freezes, raising an arm, signalling for the rest of you to do the same. “They’re here,” he says in a dry whisper.

You peer into the gloom ahead of you but can see nothing. As you stand there, your ears straining for any sound, you become aware of a panting breath coming from the left.

Slowly turning your head, you see them – several hunched shapes, perched on top of gravestones or crouched, half-hidden behind large stone crypts. From their moon-silhouetted postures they look like they walk on two legs like men, but their bodies are covered with thick grey fur, they have sharply-pointed ears, like those of a German Shepherd, and their eyes shine redly in the reflected light of the moon.

Add 1 point to your Terror score and then Take a Terror test. If you pass the test, turn to 335. If you fail the test, turn to 108.

Image

With John Seward’s Terror score at 3, there is no way that he can fail a Terror test here, so he will proceed to section 335.


335
Image


365

“Werewolves,” comes Van Helsing’s voice from behind you and for the first time you realise that all six of you have been reunited in tracking down the wolves. Only now the hunters have become the hunted.

The pack circles your small band of brave souls – they have you entirely surrounded – and then they attack.

The six of you form a rough circle. Nine Werewolves attack in total. Roll one die for each Werewolf and check below to see not only who each one attacks but how many of the monsters that individual is able to deal with, without assistance.
Die RollVampire-HunterWerewolves dealt with
1Professor Van Helsing2
2Dr Seward – YOU!See below
3Arthur2
4Quincey Morris3
5Jonathan Harker2
6Mina Harker1

Any Werewolves that are dealt with by any of your companions are crossed off the list. You will have to deal with any that attack you directly. However, for every use of The Pen is Mightier special ability you cross off, you may remove one Werewolf from the total number you have to fight. The Werewolves will have the initiative in the battle and each one has the following stats:

WEREWOLF     COMBAT 8     ENDURANCE 8

If you manage to defeat all of your opponents, make a note of how many Werewolves remain. For example, if three Werewolves attacked Van Helsing, the old man will have only been able to deal with two of them.

If there are no Werewolves left alive, turn to 406. If there is at least one still to be dealt with, turn to 426.

Rolling the nine dice yields the following numbers: 4, 4, 4, 6, 2, 6, 4, 5, 6. This means that one Werewolf attacks John Seward, four Werewolves attack Quincey Morris, one Werewolf attacks Jonathan Harker, and three Werewolves attack Mina Harker.

With one Werewolf attacking John Seward, he can either fight it off normally or use his last The Pen is Mightier ability to remove it. Whatever the case, there will be three Werewolves that will need to be dealt with, so we will proceed to section 426 afterwards.

Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Dr John Seward’s Adventure Sheet
Image
Add 30 to the section number and read that one instead.
Agility = 10
Combat = 8
Endurance = 22
ESP = 6
Terror = 3
The Pen is Mightier: 1 use
Equipment and Notes:
Winchester Rifle
Holy Bible
Blood: 8
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Orvos
Say No To Fascism. The left is the one true way to go.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Beroli »

Do not use The Pen is Mightier. Fight.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by JourneymanN00b »

Vote acknowledged, fighting the Werewolf normally.

The fight:
Round 1: Dr John Seward’s Combat Rating: 9+8=17, Werewolf’s Combat Rating: 10+8+1=19;
Dr John Seward’s Endurance: 20, Werewolf’s Endurance: 8
Round 2: Dr John Seward’s Combat Rating: 7+8=15, Werewolf’s Combat Rating: 10+8+1=19;
Dr John Seward’s Endurance: 18, Werewolf’s Endurance: 8
Round 3: Dr John Seward’s Combat Rating: 7+8=15, Werewolf’s Combat Rating: 3+8+1=12;
Dr John Seward’s Endurance: 18, Werewolf’s Endurance: 6
Round 4: Dr John Seward’s Combat Rating: 6+8+1=15, Werewolf’s Combat Rating: 10+8=18;
Dr John Seward’s Endurance: 16, Werewolf’s Endurance: 6
Round 5: Dr John Seward’s Combat Rating: 9+8=17, Werewolf’s Combat Rating: 7+8+1=16;
Dr John Seward’s Endurance: 16, Werewolf’s Endurance: 4
Round 6: Dr John Seward’s Combat Rating: 11+8+1=20, Werewolf’s Combat Rating: 4+8=12;
Dr John Seward’s Endurance: 16, Werewolf’s Endurance: 2
Round 7: Dr John Seward’s Combat Rating: 10+8+1=19, Werewolf’s Combat Rating: 6+8=14;
Dr John Seward’s Endurance: 16, Werewolf’s Endurance: 0

John Seward takes 6 Endurance points of damage before he manages to kill the Werewolf and proceed to section 426.


426

Are you carrying a Silver Crucifix? If so, turn to 448. If not, turn to 472.

Because of John Seward’s earlier decision did not use it to create silver bullets earlier in the story, I will rule that he is carrying one, even though we did not play as him when Van Helsing issues the Silver Crucifixes and the other items to the Vampire-Hunters. I will therefore add it to John Seward’s inventory.


448

The Silver Crucifix will repel one Werewolf, causing it to take flight and flee the graveyard.

If all the Werewolves have been dealt with now, turn to 568. If not, turn to 472.

There are still two Werewolves to deal with.


472

Do you have any Silver Bullets? If so, turn to 35.If not, turn to 492.

John Seward does not have any Silver Bullets.


492

As your companions are busy dealing with their own opponents, it is up to you to do away with any that remain.

If you want to use The Pen is Mightier special ability, and you still can, turn to 528. If not, turn to 548.
Image

Please make your votes by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Dr John Seward’s Adventure Sheet
Image
Add 30 to the section number and read that one instead.
Agility = 10
Combat = 8
Endurance = 16
ESP = 6
Terror = 3
The Pen is Mightier: 1 use
Equipment and Notes:
Winchester Rifle
Holy Bible
Silver Crucifix
Blood: 8
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Orvos
Say No To Fascism. The left is the one true way to go.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Beroli »

High risk of dying if we fight two werewolves at once. Use The Pen is Mightier here.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by deaddmwalking »

Okay, sure. Definitely want a chance at the end boss.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by JourneymanN00b »

Using The Pen is Mightier received 2 votes, so John Seward will do this.


528

As you are preparing to deal with what resistance remains, Arthur suddenly appears at your side and runs one of the beasts through with his rapier-blade.

If all the Werewolves have now been dealt with, turn to 568. If not, turn to 548.

One Werewolf still needs to be dealt with.


548

Any Werewolves that remain have the following stats, although you have the initiative in the battle.

WEREWOLF     COMBAT 7     ENDURANCE 7

If you win the fight, turn to 568.

Since John Seward has the initiative and a rifle, he can take the opportunity to shoot the werewolf. I assume he does this, so he takes a Combat Test. Rolling the dice yielded a 7, so John Seward passes the test and deals 3 Endurance points of damage to the Werewolf. Rolling the dice for the second shot yielded a 5, so John Seward deals a further 3 Endurance points of damage to the Werewolf.

The fight:
Round 1: Dr John Seward’s Combat Rating: 5+8+1=14, Werewolf’s Combat Rating: 2+7=9;
Dr John Seward’s Endurance: 16, Werewolf’s Endurance: -1


568

The pack is gone, the wolves either fled or dead.

If you were injured at all during the battle in the graveyard, turn to 599. If not, turn to 619.
Image

John Seward was injured during the battle in the graveyard.


599

You survey the bite-marks and claw-marks marring your flesh and a cold knot forms in the pit of your stomach. You will need to clean your wounds when you get back to your hotel, but you can’t help wondering if the harm caused by the Werewolves might run deeper than mere physical injuries.

Tick off the code word Lycanthropy and gain 3 Blood points. If you have the code word Lyssavirus ticked off, gain 1 more Blood point.

Now turn to 619.

John Seward does not have the code word Lyssavirus ticked off.


619

Skinsky and the Werewolves cannot furnish you with the answers you need, regarding Dracula’s whereabouts, so the six of you leave the wolf-haunted graveyard and make your way back through the town to the hotel where you are to spend the night.

Tick off the code word Vânători and then turn to 678.

On section 678, there is an opportunity to continue the story as Mina Harker. Please make your votes on whether to switch or not by 7:00 PM PDT or a choice receives 2 votes to guarantee that they will be counted.

Dr John Seward’s Adventure Sheet
Image
Add 30 to the section number and read that one instead.
Agility = 10
Combat = 8
Endurance = 16
ESP = 6
Terror = 3
The Pen is Mightier: 0 uses
Equipment and Notes:
Winchester Rifle
Holy Bible
Silver Crucifix
Blood: 11
Code Words:
Suicide
Succubus
Spectre
Kereszt
Gonosz
Varázslat
Szerencse
Lángok
Azrael
Bogey
Demeter
Somnambulism
Barbastella
Lunatic
Eptesicus
Exsanguination
Quinquaginta
Orvos
Lycanthropy
Vânători
Say No To Fascism. The left is the one true way to go.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Beroli »

Mina, only? Yes, continue as Mina.
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Re: [Let’s Play] ACE Gamebook 06 – Dracula – Curse of the Vampire

Post by Thaluikhain »

I vote to stay as Seward.

(I think Jonathan Green used a similar mechanic of rolling to see who the wolves attacked, and how many they could deal with, in two FF books)
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