[Let's Play] Fighting Fantasy 38 - Vault of the Vampire
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- Darth Rabbitt
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Mighty Blade doesn't let some pansy barrier get in the way of his penetration.
We roll a 6 and get 8 (>7).
Where to go now?
....maybe I spoke too soon.The gates are made of solid, inch-thick iron bars; you cannot open them. Roll one die and add 2: if the total is less than or equal to your FAITH, turn to 192; if it is greater than your FAITH tum to 243.
We roll a 6 and get 8 (>7).
You abandon your attempt to get into the Crypt. You see a flare of light from under the brass doors to the north; you could either:
Investigate these doors
Or run to the south door and open that, if you haven't already done so.
(In this case, scoring higher than our faith was a good thing; rolling less means that our "good aura" attracts the attention of a murderous Shadow who can't be hurt without a magic weapon, which we do not have.)
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We go south for the possible benefits.
I think I'll skip the votes this time, since this is a meaningless "are you sure" option and it seems clear to everyone that the north doors are the only ones that advances the plot and prevents backtracking. We haven't even started looking yet, so might as go on.You open the door. It is very dark within, and you need your lantern to see by. Peering in, you can make out sacks of grain and some scurrying rats. There is a door in the west door of the room.
Will you:
Move to the west door in the storeroom?
Leave and approach the Crypt, if you haven't done so before?
Leave and approach the north doors in the courtyard?
YES! YES! WE ARE SURE! Scaring a hero off with rats? Seriously?You are just getting close to the door when the rats start to squeak, then they rush forward to attack you! There are too many for you to fight.
You can
Either open the west door and go through?
Or retreat back into the courtyard?
We roll a 3 and gets 5 (<7).You fling open the door, then slam it shut behind you to keep the squeaking horde at bay. You find yourself in a dusty chamber with a wooden spiral staircase leading upwards; it is dark and cobwebbed, so you need your lantern to see by. As you head towards the filth-encrusted wooden steps, two manlike figures loom out of the shadows. The stench of death is strong about them, and their half-rotting hands clutch rusted swords! Roll one die and add 2. If the total rolled is less than or equal to your FAITH, turn to 212. If the total is greater than your FAITH, turn to 265.
Now this is an example of how high Faith score can benefit Blade in this adventure, allowing him to potentially to skip a lot of meaningless fights that he doesn't need. Most of the time there's an option for him to attack and get an advantage/free blow anyway if he wants, but not this one.These Zombies - as you can see these pathetic things must be - hesitate and allow you time to dash up the stairs without having to fight.
.....yet another "do you want to turn back" option. That's the 3rd one we've seen since taking the south door. Is a talking door enough to turn us back? And if not, do you guys want me to proceed if we run into more choices like this until we actually find something (or are given different kinds of options other than "are you sure")?The stairs end at a landing, where you come to a door of black wood embellished with runes inlaid in silver. As you try to open it, the handle turns into a claw and grasps your wrist. 'Leave this place,' the door intones sonorously, 'you're not allowed in here. 'The claw releases your hand. A talking door!
Try to get past it?
Give up and go back to the courtyard?
Last edited by SGamerz on Sun Jul 06, 2014 2:49 am, edited 1 time in total.
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The constant "are you sures" make me think that this was written with the belief that it would be scary, and that our nerve would eventually fail us if enough creepy things were committed to text.
As it stands, I think we need to proceed. Let's move forwards and see whether this is a dead end with pie or a dead end with punishment.
As it stands, I think we need to proceed. Let's move forwards and see whether this is a dead end with pie or a dead end with punishment.
The intent might have been to scare us, but personally I've always found the idea of talking furniture to be on the comedic side. Probably because it happens too much in cartoons.
And I don't think we'd want to turn back now after taking all those jabs to the ribs by a freakin' doorknob for nothing.
Die roll: 4+1 = 5
Lucky!
Now back to the railroading.....
And last but not least, the votes have officially confirmed our hero's name:
Adventure Sheet:
We roll a 5. Ow.You hammer on the door with the hilt of your sword, to avoid damaging its blade. The door retaliates by jabbing you firmly in the midriff with the metal doorknob! Eventually you break the door down, but you have to take some damage in the process. Roll one die; the number rolled is the number of STAMINA points you lose before you manage to smash the door down. Beyond, the stairs continue upwards and you see the dim outline of a bell tower, You can also hear a high-pitched squeaking and fluttering. You can either:
Press on upwards
Or go back down to the courtyard
And I don't think we'd want to turn back now after taking all those jabs to the ribs by a freakin' doorknob for nothing.
Ok, this could be bad, our Luck is our weakest stat......As you enter the bell tower, a flock of bats rises up and starts swarming in the at in front of your face. You must Test your Luck.
Die roll: 4+1 = 5
Lucky!
We roll a 3+3 = 6 (<7)! That was close!You swing your lantern around and drive the bats off. They fly squeaking out into the enveloping blackness of the night You see before you in the dirty bell tower some old bronze bells and one silver bell, which seems to glow with a very faint blue light. Roll one die and add 3. If the total is less than or equal to your FAITH, turn to 179. If the total is greater than your FAITH, turn to 233
Siegfried. You may remember the name. According to our ranger friend Valderesse, he was the evil Count's good brother who ruled here before him....The silver bell radiates a sense of goodness to you. You look it over carefully, and inside the bell you find a name etched: SIEGFRIED HEYDRICH. Although it could raise an alarm, on impulse you ring the bell.

The first bit of exposition dump since we started the adventure, now we know what McGuffins we're supposed to be looking for...The clapper strikes the silver bell soundlessly and a sudden shock runs through your body. You feel lightheaded and half swooning; a majestic figure stands radiant in the air before you. Clad in shining chainmail, bearing a shield of the purest white with a great red cross and holding a magnificent long-sword stands the shade of Siegfried Heydrich, former Count of the Castle in happier times. He stands just under seven feet tall, and his flowing blond locks frame his noble, smooth-complexioned and flawless face.
The apparition speaks. 'Cleanse this place of shame and horror, brave warrior My brother slew me by treachery, and I call on you to restore our good name and free the people from Reiner's thrall. In this place he has hidden my armour, my shield, and my great sword, Nightstar. I know not where they are; but I do know that a lesser magical blade, that of my faithful vassal Mikhail, is hidden below this tower; it is to be found in a secret chamber below a hidden trapdoor at the base. Go now, my friend, and destroy the dread evil of this Castle!' Then the ghost is gone.
......and of course, new shiny loot is nice! And the Faith point is almost as welcome. We've also regained the Luck point we spent on the Luck test earlier.You make your way down the stairs with renewed vigour and faith; gain 1 FAITH point and 1 LUCK point. At the base of the bell tower you find the concealed trapdoor and retrieve the sword Siegfried described. Add the Magic Sword to your Possessions. This Magic Sword is not a powerful one. It does not add anything to your SKILL when you use it. However, creatures are lurking about which can be hurt only by magical weapons, so the sword is very valuable! Also, when you tell it to do so, it will shine brightly in the dark, so you will not need to use your lantern again. Now you return to the courtyard.
Now back to the railroading.....
We've tried the Crypt earlier, so....Back in the main courtyard, you can investigate the Crypt, if you haven't already done so, or head for the main north doors.
Finally, some actual choice!You push open the brass doors and walk into a well-lit entrance hall which is deserted. Floor mosaics and wall-hangings of plain black and red give the chamber a sombre appearance, and for a moment you think you heard a faint moaning sound . . . There are three exits from the hall. Will you leave through:
A door to the north?
A corridor to the east?
A door to the west?
And last but not least, the votes have officially confirmed our hero's name:
Adventure Sheet:
Name: Blade Belmont von Alucard
SKILL 10/10
STAMINA 16/21
LUCK 8/8
Faith: 8
Equipment: Sword, Leather Armor, Shield, Lantern, Garlic, Magic Sword
Provisions: 12 Meals (+4 STAMINA)
Afflictions:
Gold Pieces: 2
SKILL 10/10
STAMINA 16/21
LUCK 8/8
Faith: 8
Equipment: Sword, Leather Armor, Shield, Lantern, Garlic, Magic Sword
Provisions: 12 Meals (+4 STAMINA)
Afflictions:
Gold Pieces: 2
Last edited by SGamerz on Sun Jul 06, 2014 12:03 pm, edited 1 time in total.
Do we want to search and risk being "surprised by someone entering the hall"?You open the door into a dusty, cobwebbed storage chamber that is full of lumber. If you search here, you could possibly be surprised by someone entering the main hall, so will you:
Search this storage room?
Leave here and open the north door?
Leave here and follow the east Passage?
- Darth Rabbitt
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Blade never misses the opportunity to get some more wood. You can't get enough of that.
Adventure Sheet:
We roll a 3 (2+1).Roll two dice. If the total is less than or equal to your SKILL, turn to 156. If the total is greater than your SKILL, turn to 214.
More shiny! Now do we penetrate another barrier, or enter deep into the open passage?You make a lucky find in the middle of all the junk - a crystal vial with silver filigree banding worth 4 Gold Pieces (add this to your Treasure). You return to the entrance hall, and here you can open the north door or take the east passage.
Adventure Sheet:
Name: Blade Belmont von Alucard
SKILL 10/10
STAMINA 16/21
LUCK 8/8
Faith: 8
Equipment: Sword, Leather Armor, Shield, Lantern, Garlic, Magic Sword
Provisions: 12 Meals (+4 STAMINA)
Afflictions:
Gold Pieces: 2
Treasure: Cyrstal Vial (worth 4 gp)
SKILL 10/10
STAMINA 16/21
LUCK 8/8
Faith: 8
Equipment: Sword, Leather Armor, Shield, Lantern, Garlic, Magic Sword
Provisions: 12 Meals (+4 STAMINA)
Afflictions:
Gold Pieces: 2
Treasure: Cyrstal Vial (worth 4 gp)