Life or Death, Victory or Defeat - the Choice of Yours!
The Eye of the Dragon by Dave Morris
INTRODUCTIONYou are a noble of the Elder Realm, a legend-shrouded kingdom in which the elite are taught the twin arts of sorcery and swordplay. You are one of the most skilled of all the Warrior Mages, but you found life in the idyllic Elder Realm too unexciting for your tastes, so you have spent the last few years adventuring through other lands. You have fought with giants, dragons, warlocks and other terrifying opponents. With each new victory or daring escapade, your reputation has grown. Now you are widely sought after, showered with offers of gold and gems if only you will undertake one perilous mission or another.
Be warned: this adventure is difficult. You are highly unlikely to secure the Eye of the Dragon on your first attempt. It may take several attempts, but eventually you will win through to rescue the fabulous Eye of the Dragon from the
clutches of the unhuman Kappa.
And now—your adventure begins...
Imagine how it would feel to be Indiana Jones, or Conan the Barbarian, or Luke Skywalker. Rather than merely sitting back and watching somebody else’s adventures, the thrill and danger would be yours to experience at first hand. Only your own skill and daring, and the decisions you made, would stand between you and a hundred hideous deaths.
In Golden Dragon Gamebooks, you are the hero.
You are a noble of the Elder Realm, a legend-shrouded kingdom in which the elite are taught the twin arts of sorcery and swordplay. You are one of the most skilled of all the Warrior Mages, but you found life in the idyllic Elder Realm too unexciting for your tastes, so you have spent the last few years adventuring through other lands. You have fought with giants, dragons, warlocks and other terrifying opponents. With each new victory or daring escapade, your reputation has grown. Now you are widely sought after, showered with offers of gold and gems if only you will undertake one perilous mission or another.
To determine just how good an adventurer you are, you must use the dice:
Roll two dice. Add 20 to this number and enter the total in the VIGOUR box on your Character Sheet. This score represents your strength, fitness and general will to survive. Any wounds you take during your quest are subtracted from your VIGOUR score. If it ever reaches zero you are dead.
5,3 + 20 = 28
Roll one die. Add 3 to the number rolled and enter the total in the PSI box on your Character Sheet. The higher this score, the better you are at resisting spells cast at you and the more sensitive you are to psychic impressions.
5 + 3 = 8
Roll one die, add 3 and enter the total in the AGILITY box. This score reflects how nimble you are. You will need a high AGILITY to scale walls, leap across chasms, and so on.
5 + 3 = 8
YOUR NAMECharacter Sheet
Character's Name:
Vigour: 28
PSI: 8
AGILITY: 8
Items:
-Orb of Illumination
-Sword
-10 Gold Pieces
-Hipflask of Freshwater
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
It will help to make your adventure that much more exciting if you can really make your ‘adventuring self’ come alive. Try to think of an heroic name — you are a Warrior Mage of the Elder Realm, so perhaps you could call yourself Ragnor Runesword, or Helgrim the Warlock, or Sir Voodoo, or Morgan le Fay. Or, in fact, whatever name suits the image you have conjured up for yourself!
VIGOUR, AGILITY and PSI
Your VIGOUR will change constantly during the adventure — every time you are wounded, in fact. One of your spells, Healing, will restore some lost VIGOUR points — but it will not increase your VIGOUR above its original value. This is your normal VIGOUR score, and you must keep a careful note of it.
Your AGILITY and PSI are less likely to change, although this is possible. Spraining your ankle, for example, might reduce your AGILITY by 1 point. A magic helmet might increase your PSI (or decrease it, if the helmet were cursed). But, as with VIGOUR, your AGILITY and PSI will never exceed their normal scores unless you are specifically told otherwise.
COMBAT —- HOW TO FIGHT THE DENIZENS OF THE RUINED CITY
During the course of your adventure, you will often come across a monster or human enemy whom you must fight. When this happens, you will be presented with an entry something like this:
At the start of every combat, you should record your opponent’s VIGOUR score in an empty Encounter Box. You then begin the combat by rolling two dice and, as indicated in the entry, taking the appropriate number of points from77 The Vampire pulls a gleaming scimitar from his belt and stalks towards you, baring his fangs in an evil smile. There is nowhere to run — you must fight.
VAMPIRE VIGOUR 15
Roll two dice:
score 2 to 6: You are hit and lose 3 VIGOUR points
score 7 to12: The Vampire loses 3 VIGOUR points
If you kill him, turn to 169.
either your own or your enemy’s VIGOUR score. You repeat this procedure for successive Combat Rounds, deducting VIGOUR points each time, until the VIGOUR score of either you or your opponent is reduced to 0 — indicating death.
ESCAPING FROM COMBAT
In some cases you may be engaged in combat and find yourself losing. If given the option, you may FLEE from the combat. Your enemy will, however, attempt to strike a blow at your unguarded back as you turn to run. To represent this, whenever you choose to FLEE you should roll two dice and compare the total to your AGILITY score. If the dice roll exceeds your AGILITY then you have been hit (losing 3 VIGOUR points) as you FLEE but if the roll is less than or equal to your AGILITY then you dodge your opponent's parting blow and escape without further injury.
SPELLS
Your magical training provides you with twelve magic spells that will prove invaluable to you on your quest. In most cases, you may cast a spell only when presented with the option to do so. However, some of the spells (the last four on your list) may be cast whenever you need them.
Each of your spells may be used only once during the adventure.
When you cast a spell, you must remember to cross if off the list on your Character Sheet so that you do not inadvertently try to use it again.
Your spells are:
1. Burning Tiger
Your most powerful combat-oriented spell. This will summon a creature of living flame to do battle
for you. It will also perform other services — but these reluctantly, because it prefers to fight. The Burning Tiger will remain in existence for only a short time (long enough to defeat most opponents, however) and will then return to its own world.
2. Befuddle
This spell has the effect of confusing a creature — it nay wander off, drop an item, forget to fight you, etc. Befuddle must be used wisely, as it only affects creatures which are fairly dimwitted in the first place.
3. Gust of Wind
Not the most powerful spell at your disposal, but one which can prove a life-saver if used at the right moment. It creates a momentary and very powerful gale blowing away from you in any direction you wish.
4. ESP
This detects the presence of thoughts within a range of about ten meters. It lasts for only a few moments, but this is generally long enough for you o tell whether the thoughts are those of humans, goblins or whatever. Animals do not register on his spell.
5. Mind Shield
This spell is used to protect your mind when you are attacked by hypnosis or other kinds of mental assault.
6. Mirage
With this spell you can create a single illusion of anything you can visualize, so long as it is no bigger than man-sized. The illusion lasts for about minute — usually long enough for you to dupe someone, or decoy a foe while you escape.
7.The Deadly Swarm
A simple but powerful spell for use in battle. The spell creates a swarm of angry hornets which will attack whoever you command them to. Like the Burning Tiger, these insects remain in the real world for only the half minute or so that the spell lasts.
8. Séance
A necromantic spell that is not to be used lightly. It causes the ghost of a dead person to materialize before you and answer your questions before returning to the Afterlife. You may only use this spell to summon the ghost of someone known to you, or whose dead body you have come across during your mission. Be warned: use of this spell may prove harrowing or even dangerous if you raise a hostile ghost.
9. Dagger of the Mind
When you cast this spell, a glowing dagger appears in the air nearby and shoots unerringly to strike the target you choose. You may use it at the start of any combat to inflict the automatic loss of 2 VIGOUR points on your enemy. Certain non-combat uses of the spell will occasionally be given as options during the adventure.
10. Invulnerability
Unfortunately, the type of invulnerability conferred by this spell lasts for only a few seconds! You may use it during any combat to prevent yourself from taking a wound indicated by a Combat Roll - that is, to negate the loss of VIGOUR points in one Combat Round only. It will not protect you for the whole of the battle! You may also cast it when you choose to FLEE, or when it is presented as an option during the adventure.
11. Dodge
You may use this spell at any time when you are called upon to make an AGILITY roll — that is, to roll two dice and compare the total to your AGILITY. By casting the spell, you eliminate the need to roll the dice and automatically proceed as if you had rolled less than your AGILITY. You can use this spell to avoid an enemy’s parting blow when
you FLEE from combat.
12. Healing
You may cast this spell at any time except when you are in combat. It will restore your VIGOUR score by 15 points — but remember that your VIGOUR can never exceed its normal score, so it is wasteful to use your Healing spell before you have lost at least 15 VIGOUR points.
These, then, are your spells. Bear in mind that you can cast each of them only once during the adventure — knowing the right time to use a particular spell is what distinguishes a Master Magician from an ignorant apprentice.
ITEMS
While exploring the ruins of Thalios you will doubtless collect a number of ITEMS. Some of these may turn out to be useless — even harmful - but sometimes even the most unimportant-looking acquisition may prove vital to your quest. You should fill in items on your Character Sheet as you acquire them and cross them off as they are discarded or used up.
Leaving aside such obvious possessions as your clothing, backpack, etc, which need not be listed, you begin with several important items which are already listed on your Character Sheet:
your sword
10 Gold Pieces
the Orb of Illumination
a hipflask containing fresh water
The Orb of Illumination is a magical talisman, hung around your neck, which will produce light whenever you need it. This is clearly a very important item, since most of your adventure will take place within the darkened buildings of Thalios.
THE ADVENTURE
You are now almost ready to begin. You should start by reading the BACKGROUND, then proceed to 1 and to further entries according to the decisions you make.
Be warned: this adventure is difficult, even by the challenging standards set by earlier Golden Dragon Gamebooks. You are highly unlikely to succeed on your first attempt. You have a sketch map of the ruins — use this. Chart out the route you take, map out the interior of any buildings you explore. Note down where you found each item and where you used each spell (and was it the right spell?). If you get killed, fill in a new Character Sheet and try again, using your earlier maps and notes to guide you. It may take several attempts, but eventually you will win through and rescue the fabulous Eye of the Dragon from the clutches of the unhuman Kappa.
And now - your adventure begins.
Background
You are seated at one end of a long oak table in the Academy of the Light of Truth, a renowned college in the city of Achtan. Around you sit the High Council of the Academy. In the sallow candlelight, their sombre robes make a striking contrast to the rich azure and gold of your own wizardly regalia. You had intended only to spend a few quiet days
in Achtan, but the messenger who brought the High Council's invitation to you at your inn hinted that they might have an interesting mission to offer you. You arrived here a few hours ago to find yourself guest of honour at a superb dinner. Conversation throughout the meal has been urbane and witty, but it has not escaped your notice that they have been subtly quizzing you on your magical abilities. Now that the table has been cleared, you sit back with a goblet of wine in your hand and look around at the wise old faces.
‘Rest assured, gentlemen,’ you say to them, ‘I am indeed an accomplished Warrior Mage of the Elder Realm, as you have heard.’
They glance at one another and Master Cotullio, a thin man with piercing eyes, leans forward to speak for all of them.
‘As you have perceived, our reason for inviting you here was not solely for the sake of your company. Allow me to say that we are indeed honoured to have you as our guest, but I must disclose that we originally acted from an ulterior —
though wholly honest! — motive. We would like you to undertake a mission for us.’
You savour the wine for a moment. ‘You have shown me such hospitality,’ you answer suavely, ‘that I feel almost obliged to accept. What are the details?’
‘Perhaps you know of Thalios,’ continues Cotullio. ‘A thousand years ago it was a mighty city. The wealth and happiness of its inhabitants made them the envy of the civilized world. Then — disaster. Legends relate that the people of Thalios angered their wrathful gods, or that demons from the sea worked deviltry against them. Whatever the reason, Thalios was wracked by tidal waves and earthquakes which lasted for days and weeks. Those citizens who were not killed at once gathered their belongings and evacuated the city. They were doomed too — Thalios, and with it the land for many leagues all around, began to sink into the sea. The waters rushed in, sweeping across the
flats and engulfing the unfortunate evacuees. Today, Thalios is a haunted ruin on the seaward edge of great tidal flats. At low tide it is surrounded by a desolate windswept wilderness. When the sea comes in, the ruins are completely cut off from the mainland by water. Thalios itself lies on higher ground, but much of the city is
nonetheless submerged at high tide. It is not an hospitable place.’
‘I should venture to agree with you,’ you say. ‘Why is it of interest?’
‘Recently the Academy sent a small archaeological expedition to the ruins. It consisted of only Master Scholar Giru, his assistant, and a few guards such as we normally employ when exploring remote areas. Yesterday, the assistant returned with astounding news. Master Giru has unearthed the Eye of the Dragon!’
You almost let go of your goblet. The Eye of the Dragon is a magical artifact of overwhelming power, mentioned in several ancient texts. You had believed it to be only a fable.
“Master Giru has examined the artifact in situ,’ Cotullio goes on. ‘He reports that there are a host of magical traps and wards protecting the casket which contains it. His opinion is that, if the Eye is to be brought back here, we must engage the services of an experienced sorcerer. Yourself.’ Master Cotullio talks on, explaining that a ship will take you the few days’ journey along the coast to the tidal flats, that Giru will meet you at the ruins and take you to the Eye. He hands you a sketch map of the ruins. You take it, only half listening. Your thoughts are ablaze with excitement — you will be the first mortal in ten centuries to gaze upon the legendary Eye of the Dragon!
You accept at once. ‘In fact,’ you tell the High Council, ‘it’ll be pleasant, for a change, to take on a mission that doesn’t involve a hint of danger...
NOW TURN TO 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)?