Part 38: Fall of the Vampire
Chapter 29 - Fall of the Vampire
Music - "Ominous Warnings"
Download (Thanks to Grawl)
15 Sembten 1218
I opened my eyes and the bright blur of the world gradually settled into focus. Mardaneus was peering over me with a worried expression.
"Marda-" *cough* *cough*
My throat was dry and my head was throbbing.
"You've got to get away fr..." I started.

Mardaneus smiled.


I sat up and groaned. My head was still spinning, and my body ached.





Mardaneus hesitated, and then said, "Also, there's something I should tell you. I was able to save your life, but I wasn't able to repair all the damage. You'll... you'll never be quite the same as you were before.



"About the Game" posted:
Life Leech
- This skill lets you transfer life from your enemies to yourself. Liches, Mummies and some other enemies have this and will use it on you if you give them the chance.
Honestly, Jeremiah isn't going to be using this one much, if ever. It's too close to vampirism for his liking.
I won't be using it because the Spiritual Resistance component means it's not effective on enemies it would be worth using on, and enemies it would work on die easily anyway.
Also note the effect of the vampire bite - Jeremiah's Strength, Agility and Intelligence attributes have gone down by one, permanently. (Your Constitution wasn't reduced, because for some combination of cursed items and a bad result from the attribute shrine, I think that you could die if your Constitution was reduced to zero. I can't confirm this, though.) This is why you should have at least 3 spare attribute points before going into the cave. This is also why the attribute shrine is so good, it gives a net gain of two attribute points after you repair the damage.


I looked away. "That's just it. I- I am afraid, I'm incredibly afraid." I said, my voice breaking a little. "That's exactly why I have to do this." I got a hold of myself and looked back at Mardaneus. "If I don't prove I can do this now, I'll be afraid forever."
I walked out of Mardaneus's house. I was still feeling dizzy, but I continued on. I returned to the Rivertown Market and bought some new armor. It wouldn't hurt to be prepared.

I took a deep breath outside the cave, and tried to steady my shaking hands.





I entered the cave. It was still and quiet. The candles created unpleasant flickering shadows. My throat was dry, but I continued on.
"About the Game" posted:
You noticed that I jumped from level 17 to 20. Know Creature Rank 5 is first available at level 19, and I felt this was a really good place to demonstrate how it can be of great help in choosing an effective strategy for a wizard.
I also wanted to see if Attribute +10/Vitality +100 attributes would start showing up at Level 20. (The answer is no, it's level 30, and even then they're still very, very, rare until you hit level 40.)

The door into the inner sanctum was locked. I took out a set of lockpicks, took a deep breath and tried to steady my nerves. But I was unable to pick the lock.

My curse echoed in the small cave. I held my breath, but nothing happened.
"About the Game" posted:
I'm lying, Lockpick Rank 2 will suffice. But Jeremiah is a wizard, and so I wanted to show off a more "wizardy" solution.

Through the bars I could see the lever the vampire used to open the door and release Marty, but it was well out of reach...
(re-write parts of the flashback below)
4 Febirium 1218
A brief search and I found the familiar small package I'd seen the other day. I carefully cut it open with my dagger, I had to be sure. I reached inside and pulled out an object wrapped in velvet. I opened the velvet up enough to see the smooth blue-green gem inside. I put the healing gem in my inside pocket, and as an afterthought, I picked up the package containing the rest of the gems.
I headed for the door, but it was too late for a quiet escape. Footsteps were already approaching, and there wasn't anyplace to hide. The door opened and Simmons came in. He was surprised to see me.
"Well, well, Edwin," Simmons said, putting his hand close to his dagger. "Care to explain to me why you seem to be makin' off wit' my property?"
"This isn't yours, it never was. It was wrong to take these," I said.
Simmons scowled. "Looks like that little reminder I gave you earlier didn't take. What a shame, Edwin. I 'ad such 'igh 'opes for you."
My jaw still ached from the punch Edwin had given me, but I resisted the urge to rub it.
"This goes beyond petty theft and turf wars, Simmons. People are dying. My- someone I know needs this."
"Really." Simmons said, unmoved. "Then why are ye takin' all of them and not just one?"
"I'm not letting you fill your coffers on the backs of the dead," I said.
"An' where did this sudden outbreak of conscience come from, Edwin?" Simmons said harshly. "Don't look at me like that, like you're BETTER than me. Your 'ands 'ave been just as dirty as mine."
"Killing some street trash thugs and stealing from fat merchants is one thing. You're crossing a line that I just won't," I said. "Now I'm walking out that door unless you mean to stop me."
Simmons drew his dagger and gestured at me with it warningly. "I strongly doubt you can best me in a knife fight. This is your last warning, Edwin. Leave the gems behind, and I'll let you walk away. We won't come after you."
"I didn't come here to fight you, Simmons. I just came for these, and I intend to leave with them."
"Instead, you'll leave feet first!" Simmons snapped.
I mumbled a spell under my breath. The door behind Simmons was wrenched open with such force that he instinctively turned around to see.
I had to give him credit, his reflexes were amazing; he'd barely turned around before he realized it was a trick, and he let off a slash at neck height before he'd finished turning back towards me. But I hadn't wasted that time. He spun around just as my fist connected hard with his stomach. His slash had gone over my head. I hit him again, knocking the wind completely from him before he could recover, then I kicked his hand hard, making his dagger slide under a table across the room.
"You're making a mistake, Edwin," Simmons wheezed. "There won't be a place in this city you can hide from me."
"My mistake was saving your life, instead of walking out of that tavern," I said, walking out. I paused and turned around. "And my name isn't Edwin."

"About the Game" posted:
Telekinesis
- Telekinesis lets you pick up things from far away and interact with certain items. It's unlikely that you'll need more than rank 2 for a couple of things - this lever, and a Restoration spellbook in the Rivertown sewers .
The annoying thing is that it doesn't seem to work on some things it SHOULD work on, like containers. Some containers are trapped, which would be an ideal place to use Telekinesis, but you can't, and trying just makes you run up to open them.

I reached out my mind and pulled the lever. The gate opened.
I stepped inside. My heart was beating so loudly that I feared that the vampire surely would be able to hear it.
I stretched out my mind and sensed the creature resting inside the coffin.

My mental intrusion did not go unnoticed. The vampire knew I was here... but it no longer mattered. I now know how I could kill him.

The Vampire flung the lid aside and stepped out, no longer the slouching, sluggish weak creature of yesterday.


The vampire hissed.




A fireball materialized in my hand. The light of it reflected in the now-fearful eyes of the vampire.
Then a dizzy spell came over me and I nearly lost my balance. The vampire moved like lightning. I never even saw his fist, but I sure felt it.


I fired fireball after fireball. The vampire screamed, but then he fixed me with a look and cast a spell... he started leeching my life to replenish his own. I was already weak; this wasn't helping at all...
"About the Game" posted:
Appropriately, if you let the child die, the vampire doesn't get as much strength back from him, and is much weaker as a result. All its resistances are set to 0 (including the -45 to fire, unfortunately), and it has 642 fewer HP). It also does slightly slightly less damage (not enough to notice or make a difference). Compare and contrast:

I drank a restoration potion and retreated, blasting him with fireballs as I backed up.

It wasn't good enough! Everything I hit him with, he just replenished right back. Black spots began flickering in front of my eyes. I was losing.



The vampire continued stealing my life, but I was replenishing it through magic. I started bombarding the vampire with a constant stream of fireballs, one after another.

The abomination's flesh was burning, it was flinching with every hit, in too much pain to steal my life.

Finally, the vampire screeched one final time, then disintegrated into a pile of ash.
The floor suddenly pitched downward and I sat down heavily.


When I regained consciousness, I felt somewhat better, although I was regretting not listening to Mardaneus's advice.
In the bottom of the vampire's coffin, I found a key, which fit in the lock of a chest in the room.

"About the Game" posted:
The chest in the vampire's lair always contains the red/bronze Medium Strength Charm (+6 Strength) and the Boots of the Vampire. The Boots of the Vampire are a unique item, one of three pairs of unique boots in the game, but they have the best armor, so we'll be keeping them for the rest of the game. This is the first part of our final gear. I'm not terribly thrilled with the stats on the boots, but even I'm not going to reload forever, so I settled for them.
I left the cave and discovered Sir Markham waiting outside.








"About the Game" posted:
Bless
- This skill boosts all your attributes. At Rank 1 it's a 3 point boost for 15 seconds, at Rank 5, it's a 15-point boost for two minutes. I would use it a lot, except that it doesn't boost your vitality or magic reserves to fill in the gaps from the improved stats, so you need to blow a potion if you want to fill up, and the boost you get just isn't worth a potion. It's useful for increasing strength and agility for a while, although Jeremiah won't really need those much.

I cast the spell and I immediately felt better - even better than I had felt before being bitten, in fact. I returned to the market.



"About the Game" posted:
Click on an equipped item with a point in the "Enchant Weapon" skill, and a box pops up showing all the possible charm slots in it. Then drag your chosen charm into a slot and it's done - permanently, so choose wisely. Try to only put your best charms in your best equipment.
Check it out, that gold charm I plopped in added a cool 100 to our maximum magic reserve. There are four more slots on THAT piece of equipment alone (which I can't use yet because I only have 1 rank of Enchant Weapon). With enough high-ranking charms, the bonuses you can get rapidly outstrip the teeny bonuses from your attribute points.
I continued walking through the market. Caroline saw me and her face lit up.




I staggered. The effects of the blessing had worn off, and it had hit me hard. I was now feeling the worse for wear once again.





Music - "Dancing with Mirth"
Download (Thanks to Grawl)
I took the teleporter to the Farmlands and entered the Blue Boar Inn.

Splinter scowled.


Splinter scowled even more.

After all the trouble I went through to bring them to safety, it was my turn to scowl.


I didn't like his attitude. "Maybe I can arrange for them to bring the sick here?" I threatened.
Splinter nearly dropped the mug he was polishing. "Gahhh! May the gods spare me from that!"

Splinter resumed scowling. "Yes, just the one room, though. The healers have taken the others. Thirty gold for the night, whether you stay or not."
I handed over the coins and took the key he slid over. I was asleep as soon as I hit the pillow.
"About the Game" posted:
Yes, you really can threaten Splinter with bringing the sick here. But you can't actually follow through on it. I don't think you can actually stay in any of the inns in this map.
Honestly though, I wanted this next part to happen at night, and my plan for the narrative had a gap in quest things scheduled to do after killing the vampire, so I skipped to evening.
When I woke up it was dark outside. I was feeling much better. I heard the characteristic sounds of a lizard talking to himself in the next room. I knocked on the door.



Goemoe seemed happy to see me.






I showed Goemoe the mage scroll Zandalor had given me.

He handed me a scroll.





"About the Game" posted:
I'm mainly only getting this for completion's sake. The Lizards only have one teleporter, and that's in the Verdistis sewers, which we won't be visiting in the course of the narrative. But I will find a use for the scroll in the course of the narrative...
All the healers were in the bar when Goemoe and I arrived.

Before I could reply, Otho grunted and said his piece.














There were cheers and applause all around.

Homer finished his ale and left. A farmer at the table in the corner gestured me over. The healers were glad to not be the focus of attention and talked among themselves.






















Time passes...



More time passes...


Still more time passes...




















It probably wasn't the smartest idea, but I was half-full of ale, and it seemed like a good idea at the time. I wandered into the kitchen and found the trapdoor down.

I saw the room which had a "1" on the door straight ahead. I walked towards it, when something soft made a crunching sound under my boot. I lifted my foot and discovered that I'd trodden on a dead rat.

Then I noticed several other dead rats. They weren't in traps, and they hadn't been eaten, something else had killed them. Something was wrong. I focused and tried to clear the ale-fog my head, with some limited success.

I ignored the ale-storage room, and entered another door. There were more dead rats in here too, and a faint, but familiar smell. There was a door with "2" painted on it. I reached into my pocket and pulled out the mystery key I had found on the body of the poisoner Tipsix. It had a "2" carved on it.

The "2" door was locked, but I inserted the key in the lock and the door clicked open. I stepped inside...

The smell of the poison was making my eyes water. One of the barrels had sprung a small leak. I could see little green rodent tracks leaving the pool of poison. Feeling distinctly more sober now, I quickly went upstairs and confronted Splinter.








Next Time: Verdistis

Behind the Scenes
I already had Jeremiah's story planned out for the LP, and becoming a vampire wasn't part of it, which is why I didn't pull the trigger. Another good reason for avoiding that is that you can't actually become a vampire in the game at all. Going that route, even if I really wanted to would have taken the LP much too far away from the actual game for my liking.
I didn't think about making it more than what it was until much later, but the idea intrigued me enough to make doing a fake-out worth it. It's always fun to take people who know the story and throw them a curveball that they don't see coming.
Apologies to Bobbin Threadbare for borrowing his "talking about your own exploits" gag from "Quest for Glory" for the Keldar sequence.
Yes, the only way to advance in the farm poisoning quest is to be a nosy bastard who enters private areas without invitation.
What's fake in this update?
- The "I have learnt Life Leech" image had a fake Mardaneus, (the real one was off in the corner and needed to be clone-tooled out. I replaced the Skill Icon with Life Leech. Also, I obviously took it at a different time - Jeremiah is wearing the wrong helmet. The Mardaneus conversation is fake. Jeremiah didn't learn Life Leech from the vampire bite, I found a spellbook and used it.
- The vampire doesn't talk to you if you come back, he just tries to kill you.
- Sir Markham doesn't show up outside the Dark Cave, he stays near where you found him on the road to Verdistis, but I decided it would be better if Jeremiah didn't walk north just to talk to him before walking south to talk to Caroline. Plus, it also makes sense for him to go investigate on his own instead of just standing around doing nothing. I faked Sir Markham outside the Dark Cave the easy way - I used the Swap Places move to actually get him there. The conversation was real, and took place after the vampire was dead, I just physically moved his character to the location.
- The shot of Splinter complaining about the healers was slightly faked because you only get that conversation option when the healers have arrived, in which case, Joram is always in the bar.
- Only Joram is in the bar, the rest of the healers stay in their rooms. Keldar the retired adventurer is found in the middle of the farmlands, and Homer didn't show up in the bar either.
- I painted darkness over the barrels of poison so we wouldn't see them until we entered the room.
Yes, Keldar's side of the conversation was real:
