Re: [Let's Play] Golden Dragon Fantasy Gamebook 6: Castle of Lost Souls
Posted: Fri Oct 21, 2022 2:41 am
I vote to look in the larder.
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Please vote on whether or which 3 of the jars of ingredients you wish to take before we move on.Human torsos dripping with gore hang on rusted meathooks along the larder walls. You can see maggots crawling on some of them. Slank obviously likes game adventurers. Ranged on wooden shelves you see a number of jars and bottles. You lean closer to read the faded labels; they contain all manner of ingredients. There is a jar of newts' eyes, another of frogs' toes, one contains a pickled dog's tongue and the next holds fillet of fen snake. One bottle has no label, but its contents are unmistakably lizard legs. Among the more normal ingredients, you notice red pepper, parsley and salt. You can take up to three jars if you wish - note them down on your Character Sheet. Feeling your gorge rise at the sight and stench of the demon's awful larder, you continue on your way
Character Sheet:You enter a long, oak-beamed dining hall with fading portraits high up on the walls. Ignoring two smaller doorways, you make your way along the table towards the double doors at the far end of the room. You pass a wide stone hearth where a raging log fire crackles and spits. Over the hearth hangs a great poleaxe and on the floor in front of it there is a fine, white bearskin rug. You can either go over to the hearth or carry on to the double doors.
This is more or less what you probably expected.As you step towards the fireplace, the rug comes to life and rises up, challenging you with an eerie, hissing growl.
BEARSKIN RUG VIGOUR 12
Roll two dice:
score 2 to 5 You are hit; lose 3 VIGOUR
score 6 to 12 The Rug loses 3 VIGOUR
If you FLEE past it to the doors, turn to 276. If you defeat it, turn to 211.
Do we want to pick up one of these? Please vote on which item to take if you do.Before continuing on your way, you could take either the poleaxe or the now-lifeless rug. You cannot take both because they are rather bulky items. If you wish to take one, remember to note it on your Character Sheet. You precede to the double doors at the end of the room.
Immediate check!You descend a flight of stairs into what seems to be a pillared ballroom with- a floor of polished white marble. There is a shadowed archway across on the other side of the room. However, as you walk warily towards this, you make a startling discovery - the floor underfoot is not marble at all, but solid ice. Several inches below you, frozen in the ice, you can see a bizarre demonic mask. As you peer down at this you suddenly realize how cold the room is getting. Your hands are turning blue and your teeth chatter uncontrollably. Do you have a bearskin rug? If so, turn to 18. If not, turn to 268.
No magical properties mentioned, but a useful practical item to pick up nontheless!You pull the folds of the rug around you. It is comfortably warm and you are glad you had the foresight to bring it with you. Will you now try to get at the mask, or leave through the archway?
Oh dear, a PSI test! That's our weakest stat. Do we want to use the Luck Charm here?You are at the foot of a rough stone stairway that winds up around the walls of a narrow, circular tower. Staring into the gloom, you discern a crimson glow far above. You climb up and up - hundreds of feet, it seems. At last you reach the top of the tower. There is only one door off the landing - a heavy iron portal with a glowing, gloating red face inscribed into it. It swings back as you step towards it, and you pass through into what must be the topmost chamber of the tower. The wind shrieks through the open windows. Outside you can see massive, ponderous storm clouds against the starless night sky. There is a curtained alcove on the other side of the chamber. As you cross over to it, a sibilant voice seems to speak from within you, extolling the virtues of an eternity in service to the demon. Roll two dice. If you score less than or equal to your PSI score, turn to 45. If the dice roll exceeds your PSI score, turn to 206.
There's something irregular about this section sequence, because we're actually going from section 45 to section 46, right next to each other on the same page!Slank is using his foul magic to try and persuade you to serve him, but no demon will ever corrupt an honourable and undaunting spirit like yours. Grimly, you push the curtain aside. Turn to 46.
Unfortunately, we did not attempt to gain access to the mask!Did you leave either the clover or the teardrop on Slank's mask? If so, turn to 204. If not, turn to 282.
(Yes, the optimal choices involve us using the clover on the mask so he can't pick it up, and then using the teardrop to blind him and finally using the bow, hair and armour shard for an easy kill. Now we need to fight him the hard way, and all those quest items collected are wasted.)Smiling viciously, Slank steps from the alcove and stands before you, huge and awesome and casting no shadow. You hear the rumble of the approaching storm, drowned out by Slank's laughter. His surcoat and boots and vambraces are as black as the night and trimmed with silver; his pale skin has a translucent gleam. At first glance the face might almost be considered handsome - but then you see the clouded, sightless right eye, the face around it scarred and mutilated by terrible burns. The good eye shines with an awful, corrupt light and the expression twisting those fine features is one of utter and inhuman evil.
Slank holds a lacquered mask in his left hand, and he brings this up now to cover his face. The mask has a quartz lens which shields his good eye, so even if you have the teardrop you cannot use it. Neither is there time to draw your bow - you must fight him. Turn to 257.
COMBAT LOG:Slank advances on you with a panther's grace, his robes fluttering in the breeze. There is a cold, damp, earthy smell like a waiting grave. You see
that the talons of his right hand are almost a cubit long; they sparkle like crystal and are obviously razor-sharp.
SLANK
Roll two dice:
score 2 to 8
score 9 to!2
VIGOUR 24
You are struck; lose 3 VIGOUR
The demon loses 3 VIGOUR
If you manage to defeat him, turn to 137.
They are in the book.Thaluikhain wrote: ↑Sun Oct 23, 2022 6:12 amHe also says that Chonchons (which are disembodied head monsters, of course) are in it, but I don't know if we missed them or if they were in the WD version.