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[AD&D Gamebook] Sceptre of Power (Kingdom of Sorcery, book 1 of 3)
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<blockquote data-quote="Joshua Randall" data-source="post: 9566036" data-attributes="member: 7737"><p>Thanks! It’s been a fun nostalgia trip. And we’re not done yet.</p><p></p><p>—</p><p></p><p><em>Sceptre of Power</em> has three significant branching choices, which gives it ample replay value:</p><ul> <li data-xf-list-type="ul">Do you seek out Beldon at the College Arcane or do you <strong>go with Thayne</strong> to learn magic?</li> <li data-xf-list-type="ul">When Beldon shows you Landor's quarters, do you <strong>immediately try the door</strong>, or do you wait?</li> <li data-xf-list-type="ul">Assuming you train at the College Arcane, <strong>which set of spells do you choose</strong> to learn?</li> </ul><p>I'll explore some of those branches before we close the covers of this book and move on to the next book in the series.</p><p></p><p>---</p><p></p><p>Let's begin our alternate history with a return to (81), when Beldon first shows us Landor's door. </p><p></p><p><strong>81, redux and reduced text</strong></p><p></p><p>Beldon leads us up a circular staircase to Landor's door.</p><p></p><p>"ONLY FOR THE ONE WHO WOULD FOLLOW IN THE FOOTSTEPS OF LANDOR," Beldon translates.</p><p></p><p>The door is trapped with powerful magic and all who have attempted to open it have died. Beldon thinks the inscription is meant for us alone as Landor's sole heir.</p><p></p><p>We are torn between…</p><p>(160) open the door now, or</p><p>(143) wait until we know enough magic to protect ourselves.</p><p></p><p>---</p><p></p><p><strong>160</strong></p><p></p><p>Carr is a hot-headed teeanger with WIS 3. Being practically dared to open the door is irresistible.</p><p></p><p>Beldon steps back as we reach for the door. [<em>Hahahahaha! Beldon is no idiot.</em>] </p><p></p><p>There's a flash of energy and we feel like we're melting into the door, as though our body and the wooden fibers have blended together. [<em>This is a subtly different description from what happens when Carr opens the door with Dalris, which is interesting.</em>]</p><p></p><p>We find ourselves inside the dark chamber where "the only light is the pale gray glow from the dawn sun outside the filthy windows." [<em>Argh! The windows!</em>]</p><p></p><p>Beldon pounds on the door and tells us to let him in so he can protect us from our father's powers.</p><p></p><p>(52) to let Beldon in;</p><p>~~(241)~~ (105) to explore the quarters alone.</p><p></p><p>[<em>The printed book has an error here. Fortunately we have Demian's Gamebook Web Page (<a href="https://gamebooks.org/Item/135/Show" target="_blank">Item - Sceptre of Power - Demian's Gamebook Web Page</a>) with errata. In 1986, I had to thumb through the entire book to find the section that made sense.</em>]</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9566036, member: 7737"] Thanks! It’s been a fun nostalgia trip. And we’re not done yet. — [I]Sceptre of Power[/I] has three significant branching choices, which gives it ample replay value: [LIST] [*]Do you seek out Beldon at the College Arcane or do you [B]go with Thayne[/B] to learn magic? [*]When Beldon shows you Landor's quarters, do you [B]immediately try the door[/B], or do you wait? [*]Assuming you train at the College Arcane, [B]which set of spells do you choose[/B] to learn? [/LIST] I'll explore some of those branches before we close the covers of this book and move on to the next book in the series. --- Let's begin our alternate history with a return to (81), when Beldon first shows us Landor's door. [B]81, redux and reduced text[/B] Beldon leads us up a circular staircase to Landor's door. "ONLY FOR THE ONE WHO WOULD FOLLOW IN THE FOOTSTEPS OF LANDOR," Beldon translates. The door is trapped with powerful magic and all who have attempted to open it have died. Beldon thinks the inscription is meant for us alone as Landor's sole heir. We are torn between… (160) open the door now, or (143) wait until we know enough magic to protect ourselves. --- [B]160[/B] Carr is a hot-headed teeanger with WIS 3. Being practically dared to open the door is irresistible. Beldon steps back as we reach for the door. [[I]Hahahahaha! Beldon is no idiot.[/I]] There's a flash of energy and we feel like we're melting into the door, as though our body and the wooden fibers have blended together. [[I]This is a subtly different description from what happens when Carr opens the door with Dalris, which is interesting.[/I]] We find ourselves inside the dark chamber where "the only light is the pale gray glow from the dawn sun outside the filthy windows." [[I]Argh! The windows![/I]] Beldon pounds on the door and tells us to let him in so he can protect us from our father's powers. (52) to let Beldon in; ~~(241)~~ (105) to explore the quarters alone. [[I]The printed book has an error here. Fortunately we have Demian's Gamebook Web Page ([URL="https://gamebooks.org/Item/135/Show"]Item - Sceptre of Power - Demian's Gamebook Web Page[/URL]) with errata. In 1986, I had to thumb through the entire book to find the section that made sense.[/I]] [/QUOTE]
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[AD&D Gamebook] Sceptre of Power (Kingdom of Sorcery, book 1 of 3)
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