You watch the glowing blob rising through the liquid. It fills the cavern with weirdly rippling red light. It reaches the surface, assuming humanoid shape, and then erupts into a dripping, shining form, hovering above the surface of the pool. The Vitriol Essence bares his vulpine fangs, flexes his vast, claw-tipped hands and hisses: 'Who dares disturb my centuries of slumber?' Without waiting for a reply, he attacks.
VITRIOL ESSENCE SKILL 8 STAMINA 6
This isn't even worth spoilering:
Essence 13, Holden 24. Essence takes 6 damage because it's a non-human opponent and dies.
(The fight ends if you reduce his STAMINA to 2, but we just fucking murdered that bastard. The Trident of Skarlos fucking rules.)
Raging, snarling and flicking drops of liquid from his claws, the Vitriol Essence sinks below the surface of the pool. You watch as his luminosity descends to the depths; the cavern returns to deep gloom.
(There's a choice to turn back, but I know we won't take it given we just ended a centuries-old glowing slime demon with one blow. So we sidle around the perimeter of the pool and collect the sets of keys.)
As you inch along the narrow ledge, you glance into the pool and notice with horror that the fiery glow of the Vitriol Essence is beginning to rise slowly from the depths. Snatching the keys and completing your perilous circuit of the pool before the creature reaches the surface will require nimble footwork and good fortune. Add together your current SKILL and LUCK. Roll five dice. (19; the total is just under our combined SKILL and LUCK.)
Moving as quickly as you dare, you edge along the right-hand side of the pool. You keep your back to the wall and your eyes on the slowly rising glow. When you reach the corner, you have to spend some time turning around, and you shuffle along the back wall facing the uneven rock. Halfway along, you are obliged to waste more valuable seconds finding outcrops to cling as you reach up to collect the keys. By the time you have returned to the entrance to the cavern, the Vitriol Essence is erupting out of the liquid. He stretches his grossly elongated arms towards you, but he cannot move beyond the pool and you are out of his reach. He howls in fury as you leave.
(I'm mostly astonished he's not dead. Peter Darvill-Evans clearly didn't think of someone with the Trident fighting this guy.)
Back in the rubescent passage you inspect the keys. It is obvious that the set of three heavy keys on a thick iron ring must fit the massive metal door near the cavern you have just left; the single key should, therefore, give access to the wooden door at the other end of the passage. You can use these keys to open either of the two doors, but you must choose to open a door that you have not already been through.,
(Again, it seems general consensus is that we should go to the metal door.)
Enough red light seeps through the open doorway to enable you to see that you are in a vast armory. Rows of swords, shields, spears and pikes disappear into the gloom. You have never seen so many weapons in one room. They are all of antique design and, you judge, are of southern origin. They have been stored here for centuries, but you can see very little corrosion on them; in fact, they are hardly dusty. In front of you, between the stacked rows, there are three stone slabs. On each slab rests one weapon. You cannot decipher the carvings on the stones, but it is clear that each of these weapons is special in some way.
If you are content with the weapon you have, there is nothing of interest to you in this room. If you want to exchange your weapon for one of the three on the slabs, you can choose between:
A richly decorated scimitar
A black mace with silver-tipped spikes
A thin brass tube
(Somehow I'm sure we're content with our super badass artifact weapon that destroys giant acid monsters in one hit. But at least one of these weapons is really fun, which I'll talk more about once we finish this LP.)
You leave the armory, return to the redly glowing passage, and decide where to go next.
At this end of the corridor is the smaller of the two wooden doors. It has no lock, and if you have not already done so, you can try to open it. At the other end of the passage is the larger wooden door with the large metal lock. If you have not already opened this door and you have a key, you can use the key to open it. Otherwise, there seems to be no other choice but to return along the side-tunnel to your dungeon cell.
It seems as though several eternities pass as you shiver in the dank darkness of your cell. You sleep fitfully on the rotten straw and wake to find rodents gnawing at your toes. You feel hungry; if you have provisions, you have plenty of time to eat another meal. You begin to despair of anything ever happening. And then you hear light, hesitant footsteps approaching your door. A key grates in the lock. With infinite slowness the door opens, and in the doorway a human shape is silhouetted against the feeble light from the dungeon hallway's single cresset. The figure lifts its shortsword and says: 'Who are you?' Will you
attack,
say that you are one of Tholdur's men, wrongly imprisoned, or
say that you are on a mission to cleanse Neuburg and its Keep of their infestation of evil?
(You don't lose STAMINA for not eating, we're at full health and we're not drunk anymore, so I see no reason to for us to eat. That being said, I apologize for all of the assumptions I made here but I'm pretty damn sure they're correct. Anyways, that just leaves the matter of the mysterious figure approaching.)
Adventure Sheet
Holden McGroin, a.k.a Fukkerjack
SKILL 11/11 (13/13 in combat)
STAMINA 19/19
LUCK 9/9
WILLPOWER 11/11
Equipment: Armor, Trident of Skarlos (+2 SKILL in combat; +2 damage vs. humanoids, +4 damage vs monsters), Green Glass Globe
Keys: 3 Keys to Armory, Key to Underground Chamber
Provisions: 3 (+4 STAMINA each)
Gold Pieces: 0
Running Total of Deaths: 1