Motley Force Game, 1998-04-25 (Glenn, James, Rich, Heather)
note: there is a game missing here (the crab monster in the bubble)
12:42 the game is afoot
We go back to the gynosphinx, who is very interested to hear about all the scary monsters we have killed. He is now free to travel the labyrinth as he pleases.
As we travel further into the dungeon, Karnov and I are attacked by green slime which eats into our feet. A cloudkill has no effect, so we ask Windrush to put the fire to us as we sit on the edge of a wind carpet. Karnov's Boots of Speed are ruined, and we both end up barefoot. The damage is enough to cause the loss of one constitution point. I decide to put on my complimentary slippers from the Inn of the Seventh Ray with the groovy '7' logo on.
We pass through a cavern filled with boiling mud geysers by enclosing the wind carpet in an Otiluke's Reslient Sphere, and come to a door with tiny holes in that a scary vapor comes through. It makes my eyes sting, so I cast alter normal winds and it goes away. But when we go to enter the room, it is magically darkened. Windrush was able to see for a moment (before her light spell was negated) that the gas forms a continuous vortex. I burn two dispel magic spells trying to make things visible, but eventually put up an anti-magic shell with me and Windrush in it, and Karnov follows behind, protected from the gas by a Cube of Force. The area within the anti-magic shell is visible. I find a bottle with a stopper on a table in the room; replacing the stopper makes the gas stop. But Karnov is immediately attacked by a vampire who had been clinging to the ceiling, and loses two levels. Windrush tries to turn him, and fails. I try to use my +6 whip only to realize that the vampire is unaffected. The difficult decision is made to bring down the anti-magic shell. A 20-dice lightning bolt does only 17 points damage; this vampire takes only 1/2 damage from lightning. Windrush tries to cast a blade barrier in the dark with unfortunate results for Karnov. Eventually, we prevail, cutting off the vampire's head, driving a stake through it's heart, putting garlic in its mouth, and burning the corpse. There is treasure, including Whelm, the second of the three great weapons we are searching for. The scary vapor turns out to be nothing more than an Eversmoking Bottle.
We come to a room with nine silvery glass spheres hanging from the ceiling. We break them to see what's inside: something good, something bad. Windrush wakes up an angry air elemental, but we get lots of good stuff as well, including a talking ring that claims to give Karnov amazing powers at the mere cost of the permanent loss of one hit point per year. Ulthar winds up with grey ooze on his face.
We pass through a 60-foot patch of corridor lined with steel plates that are hot enough to melt metal: Ulthar casts ice storm to rain down hail on the plates and cool them enough to run across.
Then we come to the room with slipperiness on a 50-foot platform that slopes on either end towards a razor-blade pit. Transmute rock to mud saves the day; the slipperiness oozes into the mud and the razor blades sink to the bottom.
In the room with the stream flowing through mid-air, a comical scene ensues as we attempt to climb into kayaks. We get into them, but are immediately carried into the next room, where we are attacked by pirates.